From crossfire-devel at archives.real-time.com Fri Oct 1 05:45:56 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:07 2005 Subject: [CF-Devel] Archetypes, New maps, Idease? In-Reply-To: <20041001022851.17445.qmail@web61002.mail.yahoo.com> References: <1096587726.3552.23.camel@oberon.kameria> <20041001022851.17445.qmail@web61002.mail.yahoo.com> Message-ID: <20041001104550.GE26422@laranja.org> On Thu, Sep 30, 2004 at 07:28:51PM -0700, Mitch Obrian wrote: > The treasure list was generated from the archetype > script. > > I think im screwed there is no way to get this thing > fixed. No more CF for me :-/ . Please do this, in your source dir: % gdb server/crossfire (gdb) run then when it segfaults: (gdb) bt Send the output to me or the list. That will tell us exactly the line where the segfault happened. *OR*, gzip your "treasures" and "archetypes" files (from the dir where you *run* crossfire, not the source) and send them to me. []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Oct 1 09:26:53 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:07 2005 Subject: ATTN. DEVS, SERIOUS BUG (Re: [CF-Devel] Archetypes, New maps, Idease?) In-Reply-To: <20041001104550.GE26422@laranja.org> References: <1096587726.3552.23.camel@oberon.kameria> <20041001022851.17445.qmail@web61002.mail.yahoo.com> <20041001104550.GE26422@laranja.org> Message-ID: <20041001142651.GF26422@laranja.org> Congratulations, you found a legitimate - and possibly dangerous - bug in the server :-/ what is your libc and locale? I have glibc 2.3.4 (20040808) and lalo:~SRC/crossfire/server/=build/server> locale LANG= LC_CTYPE=pt_BR LC_NUMERIC="POSIX" LC_TIME="POSIX" LC_COLLATE="POSIX" LC_MONETARY="POSIX" LC_MESSAGES="POSIX" LC_PAPER="POSIX" LC_NAME="POSIX" LC_ADDRESS="POSIX" LC_TELEPHONE="POSIX" LC_MEASUREMENT="POSIX" LC_IDENTIFICATION="POSIX" LC_ALL= The culprit is that, at line 118 of treasure.c, isspace() is skipping over the \0 that should signal end of string. So, a line in the treasures file consisting of only whitespace (which your file does have) crashes the server. I'd submit a patch, but I'm still pondering on the right fix. []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Oct 1 10:24:26 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:07 2005 Subject: ATTN. DEVS, SERIOUS BUG (Re: [CF-Devel] Archetypes, New maps, Idease?) In-Reply-To: <20041001142651.GF26422@laranja.org> Message-ID: <20041001152426.90809.qmail@web61006.mail.yahoo.com> Well glad it is something that is now found and can be fixed :D. @caethaver2:~/cvs/crossfire]$ locale LANG=POSIX LC_CTYPE="POSIX" LC_NUMERIC="POSIX" LC_TIME="POSIX" LC_COLLATE="POSIX" LC_MONETARY="POSIX" LC_MESSAGES="POSIX" LC_PAPER="POSIX" LC_NAME="POSIX" LC_ADDRESS="POSIX" LC_TELEPHONE="POSIX" LC_MEASUREMENT="POSIX" LC_IDENTIFICATION="POSIX" LC_ALL= --- Lalo Martins wrote: > Congratulations, you found a legitimate - and > possibly dangerous > - bug in the server :-/ > > what is your libc and locale? I have glibc 2.3.4 > (20040808) and > lalo:~SRC/crossfire/server/=build/server> locale > LANG= > LC_CTYPE=pt_BR > LC_NUMERIC="POSIX" > LC_TIME="POSIX" > LC_COLLATE="POSIX" > LC_MONETARY="POSIX" > LC_MESSAGES="POSIX" > LC_PAPER="POSIX" > LC_NAME="POSIX" > LC_ADDRESS="POSIX" > LC_TELEPHONE="POSIX" > LC_MEASUREMENT="POSIX" > LC_IDENTIFICATION="POSIX" > LC_ALL= > > > The culprit is that, at line 118 of treasure.c, > isspace() is > skipping over the \0 that should signal end of > string. So, a > line in the treasures file consisting of only > whitespace (which > your file does have) crashes the server. > > I'd submit a patch, but I'm still pondering on the > right fix. > > []s, > |alo > +---- > -- > Those who trade freedom for security > lose both and deserve neither. > -- > http://www.laranja.org/ > mailto:lalo@laranja.org > pgp key: > http://garfield.laranja.org/~lalo/gpgkey-signed.asc > > GNU: never give up freedom > http://www.gnu.org/ > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > __________________________________ Do you Yahoo!? Yahoo! Mail - Helps protect you from nasty viruses. http://promotions.yahoo.com/new_mail _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Oct 1 15:23:08 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: ATTN. DEVS, SERIOUS BUG (Re: [CF-Devel] Archetypes, New maps, Idease?) In-Reply-To: <20041001152426.90809.qmail@web61006.mail.yahoo.com> Message-ID: <20041001202308.145.qmail@web61007.mail.yahoo.com> Found typos in the bronze weapon arches I added, fixed now, also treasure list has all it's whitespace+newline lines removed. https://cat2.ath.cx/crossfirearch Note: the cat2 dev server is back up. Sorry to the dev who wrote the map loading code, the problem wasn't there but in the treasure list code aswell as my arches (I felt the wrath of both problems :P, glad we found the code problem tho) --- Mitch Obrian wrote: > Well glad it is something that is now found and can > be > fixed :D. > > @caethaver2:~/cvs/crossfire]$ locale > LANG=POSIX > LC_CTYPE="POSIX" > LC_NUMERIC="POSIX" > LC_TIME="POSIX" > LC_COLLATE="POSIX" > LC_MONETARY="POSIX" > LC_MESSAGES="POSIX" > LC_PAPER="POSIX" > LC_NAME="POSIX" > LC_ADDRESS="POSIX" > LC_TELEPHONE="POSIX" > LC_MEASUREMENT="POSIX" > LC_IDENTIFICATION="POSIX" > LC_ALL= > > --- Lalo Martins wrote: > > > Congratulations, you found a legitimate - and > > possibly dangerous > > - bug in the server :-/ > > > > what is your libc and locale? I have glibc 2.3.4 > > (20040808) and > > lalo:~SRC/crossfire/server/=build/server> locale > > LANG= > > LC_CTYPE=pt_BR > > LC_NUMERIC="POSIX" > > LC_TIME="POSIX" > > LC_COLLATE="POSIX" > > LC_MONETARY="POSIX" > > LC_MESSAGES="POSIX" > > LC_PAPER="POSIX" > > LC_NAME="POSIX" > > LC_ADDRESS="POSIX" > > LC_TELEPHONE="POSIX" > > LC_MEASUREMENT="POSIX" > > LC_IDENTIFICATION="POSIX" > > LC_ALL= > > > > > > The culprit is that, at line 118 of treasure.c, > > isspace() is > > skipping over the \0 that should signal end of > > string. So, a > > line in the treasures file consisting of only > > whitespace (which > > your file does have) crashes the server. > > > > I'd submit a patch, but I'm still pondering on the > > right fix. > > > > []s, > > > |alo > > > +---- > > -- > > Those who trade freedom for security > > lose both and deserve neither. > > -- > > http://www.laranja.org/ > > mailto:lalo@laranja.org > > pgp key: > > > http://garfield.laranja.org/~lalo/gpgkey-signed.asc > > > > GNU: never give up freedom > > http://www.gnu.org/ > > > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel@lists.real-time.com > > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > > > > > __________________________________ > Do you Yahoo!? > Yahoo! Mail - Helps protect you from nasty viruses. > http://promotions.yahoo.com/new_mail > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > __________________________________ Do you Yahoo!? New and Improved Yahoo! Mail - Send 10MB messages! http://promotions.yahoo.com/new_mail _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 3 01:40:18 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: [CF-Devel] Please commit to CVS. In-Reply-To: <20041001202308.145.qmail@web61007.mail.yahoo.com> Message-ID: <20041003064018.71510.qmail@web61006.mail.yahoo.com> New stuff including new arches at https://cat2.ath.cx/crossfirearch Aswell as the new treasurelist. I am having problems with my box so CVS isn't happy with me. _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 3 12:00:25 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: [CF-Devel] Experimental crossfire-client-1.7.0 available for testing In-Reply-To: <200409300840.01582@www.mn-linux.org.or.transmuter.real-time.com> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> <200409221343.07729@www.mn-linux.org.or.transmuter.real-time.com> <4151D3CB.8060901@sympatico.ca> <200409300840.01582@www.mn-linux.org.or.transmuter.real-time.com> Message-ID: <1096822825.3081.8.camel@oberon.kameria> I was getting regular lockups with the debian gcfclient binary - it would just lock and GDB would report nothing but the client had to be killed. Installed Valgrind and ran the client with that and naturally it didn't lockup at all (at least untill I had to stop). The only difference is I installed the sound package (deb crossfire-client-sounds). I will keep on playing. There were some errors showing in the Valgrind log but as I say it appeared to run fine. Maybe I'll try again wo/ sound although it is nice to have noises again. On Thu, 2004-09-30 at 09:40, Bob Tanner wrote: > On Wednesday 22 September 2004 02:34 pm, Todd Mitchell wrote: > > Bob Tanner wrote: > > >UNLike the official 1.7.0 debian release ;-) sound IS active in this > > > package, but -fully- UNTESTED. > > > > > >Just wanted to get this out there for people to play with (Todd are you > > >reading this? :-P) > > > > I have been using your debian built client for a while now - it > > installed fine on my system (unstable - mostly to date) but I did notice > > it would hang after playing for a while. I haven't had time to figure > > out if that is me or the client since I am using a *mostly* updated > > unstable system. I'll try to capture the error with gdb if it > > persists. I will update the client from your source and check it again > > soon (However I may be watching STARWARS with my kids over the next few > > nights). > > I'll build a -dbg version so the symbols stay out there to make gdb work a > little better. > > As an aside, I've found the valgrind works pretty well on stripped binaries. > > These are the debian packages I have installed: > > kcachegrind > valgrind -------------- next part -------------- ==3690== Memcheck, a memory error detector for x86-linux. ==3690== Copyright (C) 2002-2004, and GNU GPL'd, by Julian Seward et al. ==3690== Using valgrind-2.2.0, a program supervision framework for x86-linux. ==3690== Copyright (C) 2000-2004, and GNU GPL'd, by Julian Seward et al. ==3690== ==3690== My PID = 3690, parent PID = 3111. Prog and args are: ==3690== /usr/games/gcfclient ==3690== ==3690== Valgrind library directory: /usr/lib/valgrind ==3690== Command line ==3690== /usr/games/gcfclient ==3690== Startup, with flags: ==3690== --tool=memcheck ==3690== -v ==3690== --log-file=gcfV.txt ==3690== -- ==3690== Contents of /proc/version: ==3690== Linux version 2.6.8-1-k7 (dilinger@toaster.hq.voxel.net) (gcc version 3.3.4 (Debian 1:3.3.4-11)) #1 Mon Sep 13 23:56:00 EDT 2004 ==3690== Reading syms from /usr/games/gcfclient (0x8048000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /lib/ld-2.3.2.so (0x1B8E4000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /usr/lib/valgrind/stage2 (0xB0000000) ==3690== Reading syms from /lib/ld-2.3.2.so (0xB1000000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /lib/tls/libdl-2.3.2.so (0xB1023000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /lib/tls/libc-2.3.2.so (0xB1026000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /usr/lib/valgrind/vgskin_memcheck.so (0xB1262000) ==3690== Reading suppressions file: /usr/lib/valgrind/default.supp ==3690== REDIRECT soname:libc.so.6(__GI___errno_location) to soname:libpthread.so.0(__errno_location) ==3690== REDIRECT soname:libc.so.6(__errno_location) to soname:libpthread.so.0(__errno_location) ==3690== REDIRECT soname:libc.so.6(__GI___h_errno_location) to soname:libpthread.so.0(__h_errno_location) ==3690== REDIRECT soname:libc.so.6(__h_errno_location) to soname:libpthread.so.0(__h_errno_location) ==3690== REDIRECT soname:libc.so.6(__GI___res_state) to soname:libpthread.so.0(__res_state) ==3690== REDIRECT soname:libc.so.6(__res_state) to soname:libpthread.so.0(__res_state) ==3690== REDIRECT soname:libc.so.6(stpcpy) to *vgpreload_memcheck.so*(stpcpy) ==3690== REDIRECT soname:libc.so.6(strnlen) to *vgpreload_memcheck.so*(strnlen) ==3690== REDIRECT soname:ld-linux.so.2(stpcpy) to *vgpreload_memcheck.so*(stpcpy) ==3690== REDIRECT soname:ld-linux.so.2(strchr) to *vgpreload_memcheck.so*(strchr) ==3690== ==3690== Reading syms from /usr/lib/valgrind/vg_inject.so (0x1B8FE000) ==3690== Reading syms from /usr/lib/valgrind/vgpreload_memcheck.so (0x1B901000) ==3690== Reading syms from /usr/lib/libgtk-1.2.so.0.9.1 (0x1B917000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /usr/lib/libgdk-1.2.so.0.9.1 (0x1BA60000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /usr/lib/libgmodule-1.2.so.0.0.10 (0x1BA99000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /usr/lib/libglib-1.2.so.0.0.10 (0x1BA9D000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /lib/tls/libdl-2.3.2.so (0x1BABF000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /usr/X11R6/lib/libXi.so.6.0 (0x1BAC3000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /usr/X11R6/lib/libXext.so.6.4 (0x1BACE000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /usr/X11R6/lib/libX11.so.6.2 (0x1BADD000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /lib/tls/libm-2.3.2.so (0x1BBA5000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /usr/lib/libpng12.so.0.1.2.5 (0x1BBC9000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /usr/lib/libz.so.1.2.1.2 (0x1BBEE000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /lib/tls/libc-2.3.2.so (0x1BC01000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== TRANSLATE: 0x1BC757C0 redirected to 0x1B90586A ==3690== TRANSLATE: 0x1BC75090 redirected to 0x1B904E4C ==3690== TRANSLATE: 0x1BC75220 redirected to 0x1B9053DA ==3690== TRANSLATE: 0x1BC7BB00 redirected to 0x1B904740 ==3690== Reading syms from /usr/X11R6/lib/X11/locale/lib/common/xlcDef.so.2 (0x1B909000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== TRANSLATE: 0x1BC752E0 redirected to 0x1B90592D ==3690== Reading syms from /usr/X11R6/lib/X11/locale/lib/common/ximcp.so.2 (0x1C644000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /lib/tls/libnss_compat-2.3.2.so (0x1C66F000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /lib/tls/libnsl-2.3.2.so (0x1C678000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /lib/tls/libnss_nis-2.3.2.so (0x1C68E000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /lib/tls/libnss_files-2.3.2.so (0x1C699000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Syscall param write(buf) contains uninitialised or unaddressable byte(s) ==3690== at 0x1BCCFF4E: write (in /lib/tls/libc-2.3.2.so) ==3690== by 0x1BB309FE: _X11TransWrite (in /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BB10261: (within /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BB1190C: _XReply (in /usr/X11R6/lib/libX11.so.6.2) ==3690== Address 0x1BD43418 is 152 bytes inside a block of size 2048 alloc'd ==3690== at 0x1B905901: calloc (vg_replace_malloc.c:176) ==3690== by 0x1BB0209C: XOpenDisplay (in /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BA6A678: gdk_init_check (in /usr/lib/libgdk-1.2.so.0.9.1) ==3690== by 0x1B9B6C10: gtk_init_check (in /usr/lib/libgtk-1.2.so.0.9.1) ==3690== Reading syms from /usr/lib/libXcursor.so.1.0.2 (0x1C6C3000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /usr/lib/libXrender.so.1.2.2 (0x1C6CD000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== ==3690== Syscall param write(buf) contains uninitialised or unaddressable byte(s) ==3690== at 0x1BCCFF4E: write (in /lib/tls/libc-2.3.2.so) ==3690== by 0x1BB309FE: _X11TransWrite (in /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BB10261: (within /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BB100E6: _XFlush (in /usr/X11R6/lib/libX11.so.6.2) ==3690== Address 0x1BD433AC is 44 bytes inside a block of size 2048 alloc'd ==3690== at 0x1B905901: calloc (vg_replace_malloc.c:176) ==3690== by 0x1BB0209C: XOpenDisplay (in /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BA6A678: gdk_init_check (in /usr/lib/libgdk-1.2.so.0.9.1) ==3690== by 0x1B9B6C10: gtk_init_check (in /usr/lib/libgtk-1.2.so.0.9.1) ==3690== Reading syms from /lib/libnss_db-2.2.so (0x1B90F000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /usr/lib/libdb3.so.3.0.2 (0x1C838000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /lib/tls/libnss_dns-2.3.2.so (0x1C6A4000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== Reading syms from /lib/tls/libresolv-2.3.2.so (0x1C6A9000) ==3690== object doesn't have a symbol table ==3690== object doesn't have any debug info ==3690== ==3690== Conditional jump or move depends on uninitialised value(s) ==3690== at 0x806A7FC: SetupCmd (in /usr/games/gcfclient) ==3690== by 0x8069E3F: DoClient (in /usr/games/gcfclient) ==3690== by 0x806A35B: negotiate_connection (in /usr/games/gcfclient) ==3690== by 0x8064784: main (in /usr/games/gcfclient) ==3690== ==3690== Conditional jump or move depends on uninitialised value(s) ==3690== at 0x8061D6B: do_timeout (in /usr/games/gcfclient) ==3690== by 0x1BAADEC3: (within /usr/lib/libglib-1.2.so.0.0.10) ==3690== by 0x1BAAD03C: (within /usr/lib/libglib-1.2.so.0.0.10) ==3690== by 0x1BAAD4F3: (within /usr/lib/libglib-1.2.so.0.0.10) ==3690== ==3690== Conditional jump or move depends on uninitialised value(s) ==3690== at 0x805BA96: draw_lists (in /usr/games/gcfclient) ==3690== by 0x8061D7A: do_timeout (in /usr/games/gcfclient) ==3690== by 0x1BAADEC3: (within /usr/lib/libglib-1.2.so.0.0.10) ==3690== by 0x1BAAD03C: (within /usr/lib/libglib-1.2.so.0.0.10) ==3690== ==3690== Conditional jump or move depends on uninitialised value(s) ==3690== at 0x805BAA8: draw_lists (in /usr/games/gcfclient) ==3690== by 0x8061D7A: do_timeout (in /usr/games/gcfclient) ==3690== by 0x1BAADEC3: (within /usr/lib/libglib-1.2.so.0.0.10) ==3690== by 0x1BAAD03C: (within /usr/lib/libglib-1.2.so.0.0.10) ==3690== ==3690== Syscall param writev(vector[...]) contains uninitialised or unaddressable byte(s) ==3690== at 0x1BCD6F7D: (within /lib/tls/libc-2.3.2.so) ==3690== Address 0x1BD4344D is 205 bytes inside a block of size 2048 alloc'd ==3690== at 0x1B905901: calloc (vg_replace_malloc.c:176) ==3690== by 0x1BB0209C: XOpenDisplay (in /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BA6A678: gdk_init_check (in /usr/lib/libgdk-1.2.so.0.9.1) ==3690== by 0x1B9B6C10: gtk_init_check (in /usr/lib/libgtk-1.2.so.0.9.1) ==3690== discard syms at 0x1C66F000-0x1C677000 in /lib/tls/libnss_compat-2.3.2.so due to munmap() ==3690== discard syms at 0x1C68E000-0x1C698000 in /lib/tls/libnss_nis-2.3.2.so due to munmap() ==3690== discard syms at 0x1C678000-0x1C68D000 in /lib/tls/libnsl-2.3.2.so due to munmap() ==3690== discard syms at 0x1B90F000-0x1B914000 in /lib/libnss_db-2.2.so due to munmap() ==3690== discard syms at 0x1C838000-0x1C8E2000 in /usr/lib/libdb3.so.3.0.2 due to munmap() ==3690== discard syms at 0x1C699000-0x1C6A3000 in /lib/tls/libnss_files-2.3.2.so due to munmap() ==3690== discard syms at 0x1C6A4000-0x1C6A8000 in /lib/tls/libnss_dns-2.3.2.so due to munmap() ==3690== discard syms at 0x1C6A9000-0x1C6BB000 in /lib/tls/libresolv-2.3.2.so due to munmap() ==3690== ==3690== ERROR SUMMARY: 176 errors from 7 contexts (suppressed: 57 from 1) ==3690== ==3690== 1 errors in context 1 of 7: ==3690== Syscall param writev(vector[...]) contains uninitialised or unaddressable byte(s) ==3690== at 0x1BCD6F7D: (within /lib/tls/libc-2.3.2.so) ==3690== Address 0x1BD4344D is 205 bytes inside a block of size 2048 alloc'd ==3690== at 0x1B905901: calloc (vg_replace_malloc.c:176) ==3690== by 0x1BB0209C: XOpenDisplay (in /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BA6A678: gdk_init_check (in /usr/lib/libgdk-1.2.so.0.9.1) ==3690== by 0x1B9B6C10: gtk_init_check (in /usr/lib/libgtk-1.2.so.0.9.1) ==3690== ==3690== 1 errors in context 2 of 7: ==3690== Conditional jump or move depends on uninitialised value(s) ==3690== at 0x806A7FC: SetupCmd (in /usr/games/gcfclient) ==3690== by 0x8069E3F: DoClient (in /usr/games/gcfclient) ==3690== by 0x806A35B: negotiate_connection (in /usr/games/gcfclient) ==3690== by 0x8064784: main (in /usr/games/gcfclient) ==3690== ==3690== 3 errors in context 3 of 7: ==3690== Conditional jump or move depends on uninitialised value(s) ==3690== at 0x805BAA8: draw_lists (in /usr/games/gcfclient) ==3690== by 0x8061D7A: do_timeout (in /usr/games/gcfclient) ==3690== by 0x1BAADEC3: (within /usr/lib/libglib-1.2.so.0.0.10) ==3690== by 0x1BAAD03C: (within /usr/lib/libglib-1.2.so.0.0.10) ==3690== ==3690== 9 errors in context 4 of 7: ==3690== Syscall param write(buf) contains uninitialised or unaddressable byte(s) ==3690== at 0x1BCCFF4E: write (in /lib/tls/libc-2.3.2.so) ==3690== by 0x1BB309FE: _X11TransWrite (in /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BB10261: (within /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BB100E6: _XFlush (in /usr/X11R6/lib/libX11.so.6.2) ==3690== Address 0x1BD433AC is 44 bytes inside a block of size 2048 alloc'd ==3690== at 0x1B905901: calloc (vg_replace_malloc.c:176) ==3690== by 0x1BB0209C: XOpenDisplay (in /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BA6A678: gdk_init_check (in /usr/lib/libgdk-1.2.so.0.9.1) ==3690== by 0x1B9B6C10: gtk_init_check (in /usr/lib/libgtk-1.2.so.0.9.1) ==3690== ==3690== 14 errors in context 5 of 7: ==3690== Syscall param write(buf) contains uninitialised or unaddressable byte(s) ==3690== at 0x1BCCFF4E: write (in /lib/tls/libc-2.3.2.so) ==3690== by 0x1BB309FE: _X11TransWrite (in /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BB10261: (within /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BB1190C: _XReply (in /usr/X11R6/lib/libX11.so.6.2) ==3690== Address 0x1BD43418 is 152 bytes inside a block of size 2048 alloc'd ==3690== at 0x1B905901: calloc (vg_replace_malloc.c:176) ==3690== by 0x1BB0209C: XOpenDisplay (in /usr/X11R6/lib/libX11.so.6.2) ==3690== by 0x1BA6A678: gdk_init_check (in /usr/lib/libgdk-1.2.so.0.9.1) ==3690== by 0x1B9B6C10: gtk_init_check (in /usr/lib/libgtk-1.2.so.0.9.1) ==3690== ==3690== 74 errors in context 6 of 7: ==3690== Conditional jump or move depends on uninitialised value(s) ==3690== at 0x805BA96: draw_lists (in /usr/games/gcfclient) ==3690== by 0x8061D7A: do_timeout (in /usr/games/gcfclient) ==3690== by 0x1BAADEC3: (within /usr/lib/libglib-1.2.so.0.0.10) ==3690== by 0x1BAAD03C: (within /usr/lib/libglib-1.2.so.0.0.10) ==3690== ==3690== 74 errors in context 7 of 7: ==3690== Conditional jump or move depends on uninitialised value(s) ==3690== at 0x8061D6B: do_timeout (in /usr/games/gcfclient) ==3690== by 0x1BAADEC3: (within /usr/lib/libglib-1.2.so.0.0.10) ==3690== by 0x1BAAD03C: (within /usr/lib/libglib-1.2.so.0.0.10) ==3690== by 0x1BAAD4F3: (within /usr/lib/libglib-1.2.so.0.0.10) --3690-- --3690-- supp: 57 Ugly strchr error in /lib/ld-2.3.2.so ==3690== ==3690== IN SUMMARY: 176 errors from 7 contexts (suppressed: 57 from 1) ==3690== ==3690== malloc/free: in use at exit: 9241069 bytes in 3685 blocks. ==3690== malloc/free: 881916 allocs, 878231 frees, 81285913 bytes allocated. ==3690== --3690-- TT/TC: 0 tc sectors discarded. --3690-- 1983954 tt_fast misses. --3690-- translate: new 41587 (630149 -> 8266141; ratio 131:10) --3690-- discard 1358 (21823 -> 282292; ratio 129:10). --3690-- chainings: 34358 chainings, 0 unchainings. --3690-- dispatch: 4412550000 jumps (bb entries); of them 833931978 (18%) unchained. --3690-- 1398670/4973630 major/minor sched events. --3690-- reg-alloc: 6221 t-req-spill, 1496298+49855 orig+spill uis, --3690-- 204890 total-reg-rank --3690-- sanity: 903955 cheap, 36159 expensive checks. --3690-- ccalls: 149687 C calls, 55% saves+restores avoided (491514 bytes) --3690-- 208231 args, avg 0.88 setup instrs each (45860 bytes) --3690-- 0% clear the stack (448596 bytes) --3690-- 56223 retvals, 28% of reg-reg movs avoided (31228 bytes) -------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 3 21:45:52 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: [CF-Devel] healing and magic potions Message-ID: <1096857952.4402.23.camel@oberon.kameria> While adding a day pass gate to replace the keyed door to the alchemy room in the potion shop in scorn, I was making a table that sells healing potions (and sp potions) as per a suggestion in mail on this list from some time ago. So how much should they sell for? The house of healing has them for around ~1350 pp which is around 2 times their normal sale price (~650pp). I was thinking of pegging them at 1000 pp and adjusting the prices in the healing and magic houses accordingly. In this case if you are real pretty you might save by buying your magic potions at the magic house, but if you are Igoresque you might be better served at the potion shop... 1400 pp just seems too steep to me and I think people would probably just fish them out of shops instead of using the tables. We want to gouge for the convienence factor but not discourage business. Then again it takes money out of the system. So what do you guys think? Once this is settled I'll put out a franchise in Navar as well. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 3 22:38:35 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: [CF-Devel] healing and magic potions In-Reply-To: <1096857952.4402.23.camel@oberon.kameria> Message-ID: <20041004033835.56094.qmail@web61009.mail.yahoo.com> 1k is fine for me. While your at it could you put more action maps in navar and maby an nice quest or 2 (seriously, navar needs more things). --- Todd Mitchell wrote: > While adding a day pass gate to replace the keyed > door to the alchemy > room in the potion shop in scorn, I was making a > table that sells > healing potions (and sp potions) as per a suggestion > in mail on this > list from some time ago. > So how much should they sell for? The house of > healing has them for > around ~1350 pp which is around 2 times their normal > sale price > (~650pp). I was thinking of pegging them at 1000 pp > and adjusting the > prices in the healing and magic houses accordingly. > In this case if you > are real pretty you might save by buying your magic > potions at the magic > house, but if you are Igoresque you might be better > served at the potion > shop... > 1400 pp just seems too steep to me and I think > people would probably > just fish them out of shops instead of using the > tables. We want to > gouge for the convienence factor but not discourage > business. Then > again it takes money out of the system. > So what do you guys think? > Once this is settled I'll put out a franchise in > Navar as well. > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 3 23:47:38 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: [CF-Devel] healing and magic potions In-Reply-To: <1096857952.4402.23.camel@oberon.kameria> References: <1096857952.4402.23.camel@oberon.kameria> Message-ID: How does the 1k pp compare to the alchemy ingredients (cost, time, effort, etc.) needed to make these potions? I don't know for sure if it's possible to make either of these potions through alchemy (at the moment? yet?) but just want to bring it up as part of the dicussion. On Sun, 3 Oct 2004, Todd Mitchell wrote: > > So how much should they sell for? The house of healing has them for > around ~1350 pp which is around 2 times their normal sale price > (~650pp). I was thinking of pegging them at 1000 pp and adjusting the > prices in the healing and magic houses accordingly. In this case if you > are real pretty you might save by buying your magic potions at the magic > house, but if you are Igoresque you might be better served at the potion > shop... _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 4 01:46:55 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: [CF-Devel] Experimental crossfire-client-1.7.0 available for testing In-Reply-To: <1096822825.3081.8.camel@oberon.kameria> References: <200409071541.25631@www.mn-linux.org.or.transmuter.real-time.com> <200409221343.07729@www.mn-linux.org.or.transmuter.real-time.com> <4151D3CB.8060901@sympatico.ca> <200409300840.01582@www.mn-linux.org.or.transmuter.real-time.com> <1096822825.3081.8.camel@oberon.kameria> Message-ID: <4160F1DF.2000508@sonic.net> Todd Mitchell wrote: > I was getting regular lockups with the debian gcfclient binary - it > would just lock and GDB would report nothing but the client had to be > killed. Most lockups/hangs are in fact caused by infinite loops. And gdb or other debuggers won't catch those, as the program is still running. However, if running under GDB, you can still often get useful informaton. In the gdb session, hit control-c - this should interrupt the client process and get you the gdb prompt. Then type 'where' and get the stack trace. Gather a few of these up and send them along. If they point to the same function, that function can be reviewed, and its possible the bug discovered just by visual inspection. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 4 01:50:19 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: [CF-Devel] Experimental crossfire-client-1.7.0 available for testing Message-ID: <1096872619.d686fbfctchize@myrealbox.com> This bug is since release 1.7 of client (see #crossfire channel topic: if your client freeze, disable sound). Seems in some alsa configuration, the sound server does not initialize the sound card correctly but doesn't notice it. So the first attempt to send datas to sound device does freeze sound server. At the same time, client is sending sound commands to the sound server using a pipe. The buffer of the pipe is filling and at some time is full. When this happen, the client enters sleep mode, waiting for his datas to be sent. If you do plug gdb externally to the client using command 'gdb programfile pid' you'll notice the client is simply sleeping in a stdlib pipe writing function. I have to apologize. I *forgot* to fix this since i found that bug. More shame on me as i wrote the buggy code (in client, not sound server). Need to configure pipe so it doesn't non blocking IO. -----Original Message----- From: Todd Mitchell To: crossfire dev , tanner@real-time.com Date: Sun, 03 Oct 2004 13:00:25 -0400 Subject: Re: [CF-Devel] Experimental crossfire-client-1.7.0 available for testing I was getting regular lockups with the debian gcfclient binary - it would just lock and GDB would report nothing but the client had to be killed. Installed Valgrind and ran the client with that and naturally it didn't lockup at all (at least untill I had to stop). The only difference is I installed the sound package (deb crossfire-client-sounds). I will keep on playing. There were some errors showing in the Valgrind log but as I say it appeared to run fine. Maybe I'll try again wo/ sound although it is nice to have noises again. On Thu, 2004-09-30 at 09:40, Bob Tanner wrote: > On Wednesday 22 September 2004 02:34 pm, Todd Mitchell wrote: > > Bob Tanner wrote: > > >UNLike the official 1.7.0 debian release ;-) sound IS active in this > > > package, but -fully- UNTESTED. > > > > > >Just wanted to get this out there for people to play with (Todd are you > > >reading this? :-P) > > > > I have been using your debian built client for a while now - it > > installed fine on my system (unstable - mostly to date) but I did notice > > it would hang after playing for a while. I haven't had time to figure > > out if that is me or the client since I am using a *mostly* updated > > unstable system. I'll try to capture the error with gdb if it > > persists. I will update the client from your source and check it again > > soon (However I may be watching STARWARS with my kids over the next few > > nights). > > I'll build a -dbg version so the symbols stay out there to make gdb work a > little better. > > As an aside, I've found the valgrind works pretty well on stripped binaries. > > These are the debian packages I have installed: > > kcachegrind > valgrind _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 4 19:21:40 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: [CF-Devel] Ready to start contributing Message-ID: <20041005002133.GN26422@laranja.org> Well, the contributions I started about a year and a half ago and later abandoned are now ripe for submitting. I'm not (yet) asking for cvs access; I understand I must contribute some first, till I have a "history". However, last time I tried I follow instructions I found somewhere of sending patches to SF. That didn't quite work :-) one of my two fixes is sitting there to this day (not sure if the bug was independently fixed, I believe not) and my improvement patch seems to never having been seen. Now the CVS page says to send patches to Mark or the list. Would that be a preferred protocol? Also - was it Mark the guy who prefers context diffs? []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Oct 5 17:30:34 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: [CF-Devel] Crossfire (IPO) Mail In-Reply-To: <1096872619.d686fbfctchize@myrealbox.com> Message-ID: <20041005223034.74941.qmail@web61010.mail.yahoo.com> To make mail usefull we really need to beable to send items through it. The problem is we need to place the item in a container and then place that in the mailbox (also a container) this is ametha(sp) to crossfire! However what could be done is the creation of a new item type that is a container that can be placed inside a reqular container (but no other container or newtype-container can be placed in it)... 20 lines of C I'd assume. If we had such mail-containers (and I pray that they develope :)) then there should be small mailing bag/box which can hold up to 10K and cost 4x a mail scroll and large mailing package that can hold over 10K and would cost 8x a mail scroll. This would make mail popular and usefull. _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 4 12:01:58 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: [CF-Devel] Crossfire (IPO) Mail In-Reply-To: <20041005223034.74941.qmail@web61010.mail.yahoo.com> References: <20041005223034.74941.qmail@web61010.mail.yahoo.com> Message-ID: <41618206.8050207@telemuse.net> Then players could actually trade items when they are not logged in. Excellent. By the way, it is too easy to kil lthe mail people in the game, so no one can use it. Perhaps you could make the mail NPC's non killable? >To make mail usefull we really need to beable to send >items through it. The problem is we need to place the >item in a container and then place that in the mailbox >(also a container) this is ametha(sp) to crossfire! >However what could be done is the creation of a new >item type that is a container that can be placed >inside a reqular container (but no other container or >newtype-container can be placed in it)... 20 lines of >C I'd assume. > >If we had such mail-containers (and I pray that they >develope :)) then there should be small mailing >bag/box which can hold up to 10K and cost 4x a mail >scroll and large mailing package that can hold over >10K and would cost 8x a mail scroll. > >This would make mail popular and usefull. > > > >_______________________________ >Do you Yahoo!? >Declare Yourself - Register online to vote today! >http://vote.yahoo.com > >_______________________________________________ >crossfire-devel mailing list >crossfire-devel@lists.real-time.com >https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Oct 5 21:42:49 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: [CF-Devel] Media repository In-Reply-To: <20041005223034.74941.qmail@web61010.mail.yahoo.com> Message-ID: <20041006024249.99198.qmail@web61006.mail.yahoo.com> http://undone.clanlib.org/~grumbel/show.cgi?search=aleona%2Fcvs%2Fdata.aleona%2Fgraphics&per_page=30&page_num=2 __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Oct 6 02:47:46 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: [CF-Devel] Ready to start contributing In-Reply-To: <20041005002133.GN26422@laranja.org> References: <20041005002133.GN26422@laranja.org> Message-ID: <4163A322.2040800@sonic.net> Lalo Martins wrote: > Well, the contributions I started about a year and a half ago > and later abandoned are now ripe for submitting. > > I'm not (yet) asking for cvs access; I understand I must > contribute some first, till I have a "history". > > However, last time I tried I follow instructions I found > somewhere of sending patches to SF. That didn't quite work :-) > one of my two fixes is sitting there to this day (not sure if > the bug was independently fixed, I believe not) and my > improvement patch seems to never having been seen. > > Now the CVS page says to send patches to Mark or the list. > Would that be a preferred protocol? > > Also - was it Mark the guy who prefers context diffs? The preferred method now is to upload the patches to sourceforge. I've been falling quite a bit behind on reviewing them and applying them as necessary - maybe with the onset of fall, I'll get more on top of things. Ideally, other people could also review the patches that are submitted by sourceforge, and apply if they look good. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Oct 6 12:40:58 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:08 2005 Subject: [CF-Devel] More Bronze Items and treasurelist In-Reply-To: <20041006024249.99198.qmail@web61006.mail.yahoo.com> Message-ID: <20041006174058.35872.qmail@web61005.mail.yahoo.com> Added plate and scalemail in bronze aswell as a shield. https://cat2.ath.cx/crossfirearch Also updated treasures file there _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Oct 7 16:47:47 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:09 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes In-Reply-To: <20041006174058.35872.qmail@web61005.mail.yahoo.com> Message-ID: <20041007214747.77620.qmail@web61010.mail.yahoo.com> Classes have been updated in the treasurelist to start with bronze armor and weapons (sans thief, he keeps his iron short sword). https://cat2.ath.cx/crossfirearch CF Devel server: cat2.ath.cx --- Mitch Obrian wrote: > Added plate and scalemail in bronze aswell as a > shield. > > https://cat2.ath.cx/crossfirearch > > Also updated treasures file there > > > > > _______________________________ > Do you Yahoo!? > Declare Yourself - Register online to vote today! > http://vote.yahoo.com > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > __________________________________ Do you Yahoo!? Yahoo! Mail Address AutoComplete - You start. We finish. http://promotions.yahoo.com/new_mail _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Oct 8 17:28:17 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:09 2005 Subject: [CF-Devel] Ready to start contributing In-Reply-To: <4163A322.2040800@sonic.net> References: <20041005002133.GN26422@laranja.org> <4163A322.2040800@sonic.net> Message-ID: <41671481.8080200@laposte.net> > Ideally, other people could also review the patches that are submitted > by sourceforge, and apply if they look good. trying to do that, too, if/when i get time :) Ryo _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Oct 8 21:56:29 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:09 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes In-Reply-To: <20041007214747.77620.qmail@web61010.mail.yahoo.com> References: <20041007214747.77620.qmail@web61010.mail.yahoo.com> Message-ID: <1097290437.3395.99.camel@oberon.kameria> OK - my thoughts on some recent things here. Bronze weapons. I really don't have an actual problem with adding in bronze weapons but I cannot see people making fortunes off of picking up and selling weapons. It's the few magic items that really have value and as for a fortune - it is pretty slow way and you can play for a long time and doing this and barely make enough to buy a life potion. You make just as much in one random map treasure hole as in hours of collecting iron weapons. HOWEVER - although I see no big point in bronze weapons - I see no harm in them either. I'll commit these and update the treasures unless someone objects. (I like the ore arches BTW - those are very nice and useful.) Mlab map set. I am a bit put off by the packaging of the mlab package as it is for a few reasons which are all packaging and not much to do with the actual maps. First there is a lot of stuff in here that should not be - test maps, small world and bigworld maps in the same package,patches and masks, temporary files... Also the maps should be organized into many more subfolders since right now they all mostly appear to be in the root directory which makes it hard to navigate and follow in game and in the editor. Also the way the arches, patches to the lib files are presented in here is not acceptable. There really should be an arch package, a server package and a map package which can be evaluated and committed - patching the archetypes file is not best way to work - the collect tools should be used against a modified arch folder instead. Patch files are not the kind of things you add to CVS and you cannot add things to the CVS version of the collected files directly - they will get overwritten the first time the collect scripts are run. I can't easily evaluate and this package so I haven't begun to commit any of it. I really suggest that the package be cleaned up (especially the old temp~ files, the map templates and test files andd the unfinished or repeated files which are totally unacceptable to be committed) and splitting things into a few in more folders like /citydeclouds /vallyofrock/tower and whatnot and placing them in the appropriate city or area folders to give it some usable geography as much as possible. Again names like *MLABICEHALL1* is not as useful as something like *mazesofmenace/icehall/icehall_1*. I would also like to see the styles all collected in a styles folder and given somewhat neutral names so that they can be reused by other random maps without causing confusion. I'm not saying there isn't a lot of good things in this mapset - just that it is too hard to deal with in it's present form. It would be really nice to be able to break this into a couple of more managable pieces actually and commit it that way rather than as one huge package, especially if there are as it look like a few areas here. I would also like to suggest that the 'tavern' tower be moved out of Scorn and into either a less populated city or to outside the city walls just because of overall adventure density - there is too much in Scorn and not enough in other places. I would suggest perhaps in or near Navar which could use a very large mapset to help balance it better. In the least if it were moved outside the Scorn city walls it would be a good jumping point. I would be willing to help with moving it if this were to happen. Anyway this is just my thoughts and nothing to do with the suitability of the maps. So there I said it. On Thu, 2004-10-07 at 17:47, Mitch Obrian wrote: > Classes have been updated in the treasurelist to start > with bronze armor and weapons (sans thief, he keeps > his iron short sword). > https://cat2.ath.cx/crossfirearch > > CF Devel server: cat2.ath.cx > > --- Mitch Obrian wrote: > > > Added plate and scalemail in bronze aswell as a > > shield. > > > > https://cat2.ath.cx/crossfirearch > > > > Also updated treasures file there > > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 9 00:09:43 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:09 2005 Subject: [CF-Devel] segfault in traps Message-ID: <1097298583.3395.108.camel@oberon.kameria> I seem to be getting a segfault in the GTK client when setting off the generic connected trap arch. I'm using both the CVS gcfclient and the new B.T. Debian packaged gcfclient on a pretty current version of Debian (SID/2.6 kernel/gnome). It faults in both. GDB: Program received signal SIGSEGV, Segmentation fault. 0x08054db4 in gtk_complete_command () _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 9 01:01:33 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:09 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated clas In-Reply-To: <1097290437.3395.99.camel@oberon.kameria> Message-ID: On 09-Oct-2004 Todd Mitchell wrote: > Bronze weapons. I really don't have an actual problem with adding in > bronze weapons but I cannot see people making fortunes off of picking up > and selling weapons. There are two tricks to making a fortune off weapons, either or both can be used: Run through an area, picking up everything as you go, put it all in huge piles and identify on the way out, or before going to the next zone. Then: 1) just collect all the random artifacts. They are worth a fortune compared to the iron raw materials. 2) Turn it all into gold with alchemy. Now.. going bronze has one impact on this. If you create say, 1000pp worth of iron weapons, of various artifact/quality/value.. ie, some given set of iron crap totalling 1000pp, and then create the exact same set in bronze, the bronze set will only be worth 600pp. (or whatever, I don't remember the ratios anymore). Since the value of the artifact multipliers is based on the base value of the original weapon, by making it bronze you drop the total value. If you then use bronze more widely than iron, it will drop the total money that can be made by doing so, which is probably a non-trivial amount. Now, granted.. thats usually not how I made money. If I wanted lots of $$, I usually went into the entrance to a high difficulty map, and summoned monsters and issued killpets over and over to make huge piles of high level treasure, then Id'ed and alchemized it all. That being said.. summoned monsters should probably have startequip set on all thier stuff. --- Tim Rightnour NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 9 08:29:38 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:09 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes In-Reply-To: <1097290437.3395.99.camel@oberon.kameria> Message-ID: <20041009132938.33890.qmail@web61001.mail.yahoo.com> I will not change the way I organize my maps or the way I name said maps. They are ment to be in /mlab. Changing the location of the tavern complex is a possibility (perhapse navar?). As for the other things: beggers cannot be choosers, take it or leave it. If you leave it it is easy for me to re-intergrate the maps into my server at each upgrade so people can change them there. This is free labour you have recieved so if you want things to be un(unacceptable) then pay me $10.95 per hour. If you change the paths of the maps I gaurentee that you will break them. Don't complain about how a package is organized if it's free and high quality. --- Todd Mitchell wrote: > OK - my thoughts on some recent things here. > > Bronze weapons. I really don't have an actual > problem with adding in > bronze weapons but I cannot see people making > fortunes off of picking up > and selling weapons. It's the few magic items that > really have value > and as for a fortune - it is pretty slow way and you > can play for a long > time and doing this and barely make enough to buy a > life potion. You > make just as much in one random map treasure hole as > in hours of > collecting iron weapons. HOWEVER - although I see > no big point in > bronze weapons - I see no harm in them either. I'll > commit these and > update the treasures unless someone objects. > > (I like the ore arches BTW - those are very nice and > useful.) > > Mlab map set. > > I am a bit put off by the packaging of the mlab > package as it is for a > few reasons which are all packaging and not much to > do with the actual > maps. First there is a lot of stuff in here that > should not be - test > maps, small world and bigworld maps in the same > package,patches and > masks, temporary files... > Also the maps should be organized into many more > subfolders since right > now they all mostly appear to be in the root > directory which makes it > hard to navigate and follow in game and in the > editor. Also the way the > arches, patches to the lib files are presented in > here is not > acceptable. There really should be an arch package, > a server package > and a map package which can be evaluated and > committed - patching the > archetypes file is not best way to work - the > collect tools should be > used against a modified arch folder instead. Patch > files are not the > kind of things you add to CVS and you cannot add > things to the CVS > version of the collected files directly - they will > get overwritten the > first time the collect scripts are run. I can't > easily evaluate and > this package so I haven't begun to commit any of it. > > > I really suggest that the package be cleaned up > (especially the old > temp~ files, the map templates and test files andd > the unfinished or > repeated files which are totally unacceptable to be > committed) and > splitting things into a few in more folders like > /citydeclouds > /vallyofrock/tower and whatnot and placing them in > the appropriate city > or area folders to give it some usable geography as > much as possible. > Again names like *MLABICEHALL1* is not as useful as > something like > *mazesofmenace/icehall/icehall_1*. > I would also like to see the styles all collected in > a styles folder and > given somewhat neutral names so that they can be > reused by other random > maps without causing confusion. I'm not saying > there isn't a lot of > good things in this mapset - just that it is too > hard to deal with in > it's present form. It would be really nice to be > able to break this > into a couple of more managable pieces actually and > commit it that way > rather than as one huge package, especially if there > are as it look like > a few areas here. > > I would also like to suggest that the 'tavern' tower > be moved out of > Scorn and into either a less populated city or to > outside the city walls > just because of overall adventure density - there is > too much in Scorn > and not enough in other places. I would suggest > perhaps in or near > Navar which could use a very large mapset to help > balance it better. In > the least if it were moved outside the Scorn city > walls it would be a > good jumping point. I would be willing to help with > moving it if this > were to happen. Anyway this is just my thoughts and > nothing to do with > the suitability of the maps. > > So there I said it. > > > On Thu, 2004-10-07 at 17:47, Mitch Obrian wrote: > > Classes have been updated in the treasurelist to > start > > with bronze armor and weapons (sans thief, he > keeps > > his iron short sword). > > https://cat2.ath.cx/crossfirearch > > > > CF Devel server: cat2.ath.cx > > > > --- Mitch Obrian wrote: > > > > > Added plate and scalemail in bronze aswell as a > > > shield. > > > > > > https://cat2.ath.cx/crossfirearch > > > > > > Also updated treasures file there > > > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 9 10:08:50 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:09 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes In-Reply-To: <20041009133814.39153.qmail@web61002.mail.yahoo.com> References: <20041009133814.39153.qmail@web61002.mail.yahoo.com> Message-ID: <1097334530.2904.13.camel@oberon.kameria> Well that was easy enough to decide on. IMHO the maps should not be committed to CVS. You can maintain them outside however you wish. I do not think that anyone with CVS access to the project would commit them as they are either, but if they wish to take the considerable time needed to clean them up I have no problems with that. I won't however. On Sat, 2004-10-09 at 09:38, Mitch Obrian wrote: > Don't complain on the directory tree of free labour. > If you do not wish to commit over 200 high quality > maps because you do not like the dir tree and naming > convention so be it. Ryo and such liked the maps but > if naming conventions stop it from getting in then > perhapse crossfire is not a project I should publicly > contribute to, I would be just as happy keeping new > maps and archetypes to myself for my own server. As > for the archetype patch I agree. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 9 11:37:35 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:09 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes In-Reply-To: <20041009132938.33890.qmail@web61001.mail.yahoo.com> References: <20041009132938.33890.qmail@web61001.mail.yahoo.com> Message-ID: On Sat, 9 Oct 2004, Mitch Obrian wrote: > I will not change the way I organize my maps or the > way I name said maps. They are ment to be in /mlab. So, it's either your way or no way at all? You are not willing to follow the established naming scheme and directory structure? <..> > If you leave it it is easy for me to re-intergrate > the maps into my server at each upgrade so people can > change them there. But that makes it extremely difficult for anyone else (running CVS, etc.) to update and maintain "their" server. Isn't the goal here to make the mapset available on as many servers as possible? > This is free labour you have recieved so if you want things to be > un(unacceptable) then pay me $10.95 per hour. Sheesh. Should someone charge you a fee to integrate your non-standardized maps into the official repository? If you haven't noticed, and as far as I know.. everyone's labour in this project has been for "free." > If you change the paths of the maps I gaurentee that you will break > them. Oh my, so you are the only person who can maintain and modify this mapset? > Don't complain about how a package is organized if > it's free and high quality. /me avoids comment about glass houses and hurled rocks.. =/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 9 12:19:22 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:09 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes In-Reply-To: Message-ID: <20041009171922.76114.qmail@web61010.mail.yahoo.com> Should I commit them myself? I have never commited to CVS and do not wish to screw things up (that is why I asked someone else to commit them). As for my dir tree: all mlab maps fit in their own coprehensive universe and thus stay together (there are over 200). Also I find it easy to develop this way. Patch-archtypes: I agree, I shall make proper archs for them in this week or so. Moving out of scorn: I agree again. Navar? Brest? Which would be the best place to reposition the mlab enterance? We do need maps outside of scorn. Bronze Items + New Treasure File: thank you for committing, please also commit the ores if they aren't in yet. So I agree with you on all points except my directory tree, on that on it's my way or the highway (unless you have very smart scripts that can handle both static and relative exit paths and keep everything happy and together). My maps are always avaiable on my site and have instructions how to put things together as well as the world map that has to be replaced + a mask map if you want to do it yourself, it is accessable to other server admins so if you don't include the maps I dosn't bother me in the least. Please RSVP on the moving out of scorn part, I'm thinking navar but there might be other better towns. --- Rick Tanner wrote: > > On Sat, 9 Oct 2004, Mitch Obrian wrote: > > > I will not change the way I organize my maps or > the > > way I name said maps. They are ment to be in > /mlab. > > So, it's either your way or no way at all? > > You are not willing to follow the established naming > scheme and > directory structure? > > <..> > > > If you leave it it is easy for me to re-intergrate > > the maps into my server at each upgrade so people > can > > change them there. > > But that makes it extremely difficult for anyone > else (running CVS, etc.) > to update and maintain "their" server. > > Isn't the goal here to make the mapset available on > as many servers as > possible? > > > This is free labour you have recieved so if you > want things to be > > un(unacceptable) then pay me $10.95 per hour. > > Sheesh. > > > > Should someone charge you a fee to integrate your > non-standardized maps > into the official repository? > > > > If you haven't noticed, and as far as I know.. > everyone's labour in this > project has been for "free." > > > If you change the paths of the maps I gaurentee > that you will break > > them. > > Oh my, so you are the only person who can maintain > and modify this mapset? > > > Don't complain about how a package is organized if > > it's free and high quality. > > /me avoids comment about glass houses and hurled > rocks.. =/ > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 9 12:30:24 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:09 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes (more) In-Reply-To: Message-ID: <20041009173024.39718.qmail@web61004.mail.yahoo.com> It is my mapset created by me, thus I know it inside and out, if you changed the dir tree it would break. The map's are not linerar, there are multiple ways to get in and out of them from here to there. You atleast show a small amount of respect to map makers and their wishes, perhapse if you did you would have more of them. I say that the maps would break because they probably would. I have not dissappeared so just out of respect please don't bucher my maps. They are a work in progress and I am developing a story line with them. They are not just hack and slash and maim. (Yes they are GPLd etc but that does not mean I would not like to have some respect for my ongoing work, I'm not demanding undue regard) > Oh my, so you are the only person who can maintain > and modify this mapset? > > > Don't complain about how a package is organized if > > it's free and high quality. > > /me avoids comment about glass houses and hurled > rocks.. =/ Make the comments, I doubt that they are relevant to these maps. I did not criticize anyone's maps or code. > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 9 14:53:37 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:09 2005 Subject: [CF-Devel] Ready to start contributing In-Reply-To: <4163A322.2040800@sonic.net> References: <20041005002133.GN26422@laranja.org> <4163A322.2040800@sonic.net> Message-ID: <20041009195337.GA10886@idefix2.dvlp.in-medias-res.com> Mark Wedel wrote: > Ideally, other people could also review the patches that are submitted > by sourceforge, and apply if they look good. I started with the patch [ 1022962 ] Rare book name overrun (Reviewed, tested and committed it.) But I could not find out how to change the state of the sourceforge tracker items. Should I just add a comment to that tracker item (and wait for someone else to change the state) or did I miss anything? Basically, the problem was a statement like sprintf(buf, "...%s...", buf) That is, the destination string was part of the source string. Doing a grep for all s[n]printf calls in the code revealed some more statements like sprintf(buf, "%s...", buf) in readable.c. Should I change these statements as well? (I ask this because these statements may work in practice, but the Ansi-C standard says "If copying takes place between objects that overlap, the behavior is undefined.") _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 9 16:19:22 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:09 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes In-Reply-To: <20041009171922.76114.qmail@web61010.mail.yahoo.com> References: <20041009171922.76114.qmail@web61010.mail.yahoo.com> Message-ID: <1097356762.4910.4.camel@oberon.kameria> On Sat, 2004-10-09 at 13:19, Mitch Obrian wrote: > Moving out of scorn: I agree again. Navar? Brest? > Which would be the best place to reposition the mlab > enterance? We do need maps outside of scorn. I was thinking Navar - replacing the two barracks just north of the jail (world_121_117 36,4 to 37,5) - this would place it firmly in the more seedy district. I don't mind doing or helping with the editing work for this move (change dialogue, edit exits...) but I won't do it without your approval. As I said there is no technical reason it should move, just an aestetic one. Navar is a starting city too so I think it would be your next best choice for getting player traffic as well. As for the directory changes - well I think it is not so much work as you believe and will make it easer for everyone to manage the maps. I was not asking that the maps be spread all over the place, I have no problem with the bulk of the set being in a folder called /mlab (althought it would be better if this folder was named after a *region* like 'cloudcity' or 'happyvalley' or something or put in as /quests/mlab) but there needs to be subfolders in this folder to organize the maps somewhat. As for converting the exits - I have done this before and I don't balk at doing it again if necessary. The maps won't be broken and it all will be tested before going into CVS in any case if that is your concern. Here is an example of what I mean: mlab/ <-mazesofmenace, vallyofrock, snowfields... mlab/icehall <-sub directory to organize this area mlab/citydeclouds/ I would like to keep the tavern maps in the city that it is based in however even if the citydeclouds is moved into the mlab directory This is especially since a tavern is a natural place to put NPCs and hints for adventures in the nearby area. This could either include or exclude the upper levels of the tower but I would like to keep the maps for the four buildings in there at least. Again if you don't want to commit the maps to CVS then there is no issues with maintaining the maps however you wish, and they can still be installed on an add-hoc basis by server admins. I don't mind doing the work to modify the layout but I won't work on the maps if you are not in support of the changes I want to make. That would be a recipe for disaster. As for the arches - I try to commit arches prior to committing the maps so that there is a good chance they will be implemented on the server prior to being called into a map on that server. So if you can make a tarball with all the arches which I can grab then I'll start with that. > So I agree with you on all points except my directory > tree, on that on it's my way or the highway (unless > you have very smart scripts that can handle both > static and relative exit paths and keep everything > happy and together). My maps are always avaiable on my > site and have instructions how to put things together > as well as the world map that has to be replaced + a > mask map if you want to do it yourself, it is > accessable to other server admins so if you don't > include the maps I dosn't bother me in the least. > > Please RSVP on the moving out of scorn part, I'm > thinking navar but there might be other better towns. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 9 16:13:00 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:09 2005 Subject: [CF-Devel] Compression In-Reply-To: <20041009195337.GA10886@idefix2.dvlp.in-medias-res.com> Message-ID: <20041009211300.15594.qmail@web61003.mail.yahoo.com> I was wondering if on-the-fly gzip compression could be added to crossfire, since much of the traffic is text based map data. Routienes could be pulled from mozilla or midnight commander to implement it. Thoughts? (Would speed things up for dialup users). _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 9 22:15:13 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes In-Reply-To: <1097356762.4910.4.camel@oberon.kameria> Message-ID: <20041010031513.52998.qmail@web61002.mail.yahoo.com> Well I could use a bunch of NPCs with stories if you could send me a blank map with ready NPCs and I could c/p them into the map(s). Also perhapse travel up the tower to read the wizard story and maby hint at such things in the NPCs (but they don't know if it's true or not)? For the dir tree... that's going to be a chore due to the ton of bridging rand maps I use. Im not sure if I want it in standard distro or to just improve my package (perhapse put in a little perl install script?). The web of maps is very very tangled... I'm afraid to break things and find out a year later about it... so I'll have to think about this. If It's kept as an addon package perhapse there could be a mention on the CF server dl page? (each release I do mention it in the cf chan topic). Tomorrow (unless something comes up) I shall start moving things to navar on my server, test it, etc. Navar is a good choice, I'm glad we agree :) . --- Todd Mitchell wrote: > On Sat, 2004-10-09 at 13:19, Mitch Obrian wrote: > > Moving out of scorn: I agree again. Navar? Brest? > > Which would be the best place to reposition the > mlab > > enterance? We do need maps outside of scorn. > > I was thinking Navar - replacing the two barracks > just north of the jail > (world_121_117 36,4 to 37,5) - this would place it > firmly in the more > seedy district. I don't mind doing or helping with > the editing work for > this move (change dialogue, edit exits...) but I > won't do it without > your approval. As I said there is no technical > reason it should move, > just an aestetic one. Navar is a starting city too > so I think it would > be your next best choice for getting player traffic > as well. > > As for the directory changes - well I think it is > not so much work as > you believe and will make it easer for everyone to > manage the maps. I > was not asking that the maps be spread all over the > place, I have no > problem with the bulk of the set being in a folder > called /mlab > (althought it would be better if this folder was > named after a *region* > like 'cloudcity' or 'happyvalley' or something or > put in as > /quests/mlab) but there needs to be subfolders in > this folder to > organize the maps somewhat. As for converting the > exits - I have done > this before and I don't balk at doing it again if > necessary. The maps > won't be broken and it all will be tested before > going into CVS in any > case if that is your concern. Here is an example of > what I mean: > > mlab/ <-mazesofmenace, vallyofrock, snowfields... > mlab/icehall <-sub directory to organize this area > mlab/citydeclouds/ > > I would like to keep the tavern maps in the city > that it is based in > however even if the citydeclouds is moved into the > mlab directory > This is especially since a tavern is a natural place > to put NPCs and > hints for adventures in the nearby area. This could > either include or > exclude the upper levels of the tower but I would > like to keep the maps > for the four buildings in there at least. > > Again if you don't want to commit the maps to CVS > then there is no > issues with maintaining the maps however you wish, > and they can still be > installed on an add-hoc basis by server admins. > > I don't mind doing the work to modify the layout but > I won't work on the > maps if you are not in support of the changes I want > to make. That > would be a recipe for disaster. > > As for the arches - I try to commit arches prior to > committing the maps > so that there is a good chance they will be > implemented on the server > prior to being called into a map on that server. So > if you can make a > tarball with all the arches which I can grab then > I'll start with that. > > > So I agree with you on all points except my > directory > > tree, on that on it's my way or the highway > (unless > > you have very smart scripts that can handle both > > static and relative exit paths and keep everything > > happy and together). My maps are always avaiable > on my > > site and have instructions how to put things > together > > as well as the world map that has to be replaced + > a > > mask map if you want to do it yourself, it is > > accessable to other server admins so if you don't > > include the maps I dosn't bother me in the least. > > > > Please RSVP on the moving out of scorn part, I'm > > thinking navar but there might be other better > towns. > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > __________________________________ Do you Yahoo!? Yahoo! Mail Address AutoComplete - You start. We finish. http://promotions.yahoo.com/new_mail _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 9 23:50:22 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] healing potions Message-ID: <1097383822.5775.8.camel@oberon.kameria> I am experiencing weirdness when dealing with healing potions. When created with a map, like in the house of healing or a shop they appear to be fine but when I use either create as DM or a creator object like an altar to create a healing potion they appear to act as magic potions and not healing potions, or at least they do not heal and give "you are at one with the powers of magic". I could understand if they were broken on maps too and would think it is a spell number thing, but they appear to work fine on maps. Anyone else notice this? I've checked the maps and they use the same arch (potion_heal) with no significant modifications I can see. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 10 04:00:47 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes (more) In-Reply-To: <20041009173024.39718.qmail@web61004.mail.yahoo.com> References: <20041009173024.39718.qmail@web61004.mail.yahoo.com> Message-ID: <4168FA3F.70505@laposte.net> > You atleast show a small amount of respect to map > makers and their wishes, perhapse if you did you would > have more of them. I say that the maps would break > because they probably would. I have not dissappeared > so just out of respect please don't bucher my maps. And you should at least show a small amount of respect to developers who make the game possible in the first place, and to other map makers who (probably) choose the current map structure. Don't ask more than what YOU give :) We're all working together for the game, on our *free time*. AFAIK no one is paid to develop anything. Yes developers without map makers won't go far, but true the other way around too ^_- You'll also note that at least one has agreed to help you sort maps out in subdirectories. Ok you know the maps because you made them, and think moving files around would break thing. Now can you guarantee that it's *totally impossible* to move files around while not breaking stuff? > They are a work in progress and I am developing a > story line with them. They are not just hack and slash > and maim. Which is the case for other areas. Pupland, ancient pupland, to name the ones i know. > Make the comments, I doubt that they are relevant to > these maps. I did not criticize anyone's maps or code. Oh, and didn't you criticize developers just a few weeks ago? Remember that stunt about the awful server being totally broken and how we should fix it asap without delay because It Was Our Fault (tm), when it was also due to your changes to treasures? Ryo _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 10 08:56:28 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] Ready to start contributing In-Reply-To: <20041009195337.GA10886@idefix2.dvlp.in-medias-res.com> References: <20041005002133.GN26422@laranja.org> <4163A322.2040800@sonic.net> <20041009195337.GA10886@idefix2.dvlp.in-medias-res.com> Message-ID: <41693F8C.1020202@laposte.net> > I started with the patch > > [ 1022962 ] Rare book name overrun > > (Reviewed, tested and committed it.) Not sure you got permissions on Sourceforge for that - Mark knows better'an me :) Closed the bug for you, shouldn't appear anymore. > in readable.c. Should I change these statements as well? (I ask this > because these statements may work in practice, but the Ansi-C standard > says "If copying takes place between objects that overlap, the behavior > is undefined.") Not sure about that, apparently for now "it works" :) But i'd say probably better to be on the safe side and fix that. Ryo _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 10 11:34:17 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes (more) In-Reply-To: <4168FA3F.70505@laposte.net> Message-ID: <20041010163417.94638.qmail@web61008.mail.yahoo.com> I remeber that stunt and I remember a bug was found where the server would crash if it loaded a file with a whitespace and a newline. Perhapse I shouldn't have complained? Say the word and I'll be quiet on such issues from now on. (I did also find a problem in my treasure list aswell at that time, the bug was the reason the server crashed immediatly though) --- Nicolas Weeger wrote: > > You atleast show a small amount of respect to map > > makers and their wishes, perhapse if you did you > would > > have more of them. I say that the maps would break > > because they probably would. I have not > dissappeared > > so just out of respect please don't bucher my > maps. > > And you should at least show a small amount of > respect to developers > who make the game possible in the first place, and > to other map makers > who (probably) choose the current map structure. > Don't ask more than > what YOU give :) > > We're all working together for the game, on our > *free time*. AFAIK no > one is paid to develop anything. Yes developers > without map makers > won't go far, but true the other way around too ^_- > > You'll also note that at least one has agreed to > help you sort maps > out in subdirectories. Ok you know the maps because > you made them, and > think moving files around would break thing. Now can > you guarantee > that it's *totally impossible* to move files around > while not breaking > stuff? > > > They are a work in progress and I am developing a > > story line with them. They are not just hack and > slash > > and maim. > > Which is the case for other areas. Pupland, ancient > pupland, to name > the ones i know. > > > Make the comments, I doubt that they are relevant > to > > these maps. I did not criticize anyone's maps or > code. > > Oh, and didn't you criticize developers just a few > weeks ago? Remember > that stunt about the awful server being totally > broken and how we > should fix it asap without delay because It Was Our > Fault (tm), when > it was also due to your changes to treasures? > > Ryo > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Express yourself with Y! Messenger! Free. Download now. http://messenger.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 10 11:46:55 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes (more) In-Reply-To: <20041010163417.94638.qmail@web61008.mail.yahoo.com> References: <20041010163417.94638.qmail@web61008.mail.yahoo.com> Message-ID: <4169677F.2010306@laposte.net> Mitch Obrian a ?crit : > I remeber that stunt and I remember a bug was found > where the server would crash if it loaded a file with > a whitespace and a newline. Perhapse I shouldn't have > complained? > > Say the word and I'll be quiet on such issues from now > on. Yeah, thanks for finding it, but you could have avoided that stunt of complaining many times about how server wasn't working & such :) Remember, we're all on our free time here, so saying 'i don't feel like fixing it for now' (now that's a nice copy of what someone else said ;p) or 'i don't have time' are perfect reasons to not fix things immediately. Ryo _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 10 16:56:08 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes (more) In-Reply-To: <4169677F.2010306@laposte.net> Message-ID: <20041010215608.1731.qmail@web61002.mail.yahoo.com> Moved the tavern to Navar and added a trademarket to scorn where you (if you have the pass from CDC) can fly to the clouds. https://cat2.ath.cx/cat2/crossfiremaps-mlab-R13.tar.gz Btw there are marble floor arches in https://cat2.ath.cx/crossfirearch And does anyone want any new floor arches (requests), ive been working on those holy symbols but I don't think they are coming out good. __________________________________ Do you Yahoo!? Yahoo! Mail Address AutoComplete - You start. We finish. http://promotions.yahoo.com/new_mail _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 10 18:29:26 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] Ready to start contributing In-Reply-To: <20041009195337.GA10886@idefix2.dvlp.in-medias-res.com> References: <20041005002133.GN26422@laranja.org> <4163A322.2040800@sonic.net> <20041009195337.GA10886@idefix2.dvlp.in-medias-res.com> Message-ID: <4169C5D6.3050706@sonic.net> Andreas Kirschbaum wrote: > But I could not find out how to change the state of the sourceforge > tracker items. Should I just add a comment to that tracker item (and > wait for someone else to change the state) or did I miss anything? I've updated your permissions so I think you should be able to update the bug and patch statuses. > > > Basically, the problem was a statement like > > sprintf(buf, "...%s...", buf) > > That is, the destination string was part of the source string. Doing a > grep for all s[n]printf calls in the code revealed some more statements > like > > sprintf(buf, "%s...", buf) > > in readable.c. Should I change these statements as well? (I ask this > because these statements may work in practice, but the Ansi-C standard > says "If copying takes place between objects that overlap, the behavior > is undefined.") They should get changed. Ideally, where possible, they should all get changed to snprintf as well (the cases where this is not applicable is when a string is passed in of unknown size). However, even then, using snprintf and passing in BIG_BUF or the like might still be better than nothing. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 10 18:36:38 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] Compression In-Reply-To: <20041009211300.15594.qmail@web61003.mail.yahoo.com> References: <20041009211300.15594.qmail@web61003.mail.yahoo.com> Message-ID: <4169C786.3050400@sonic.net> Just a note - if starting a new topic, please don't reply to a previous message and change the subject - smart newsreaders that do threading, like mozilla, then intermix that message in with the previous thread, which is a bit annoying. Mitch Obrian wrote: > I was wondering if on-the-fly gzip compression could > be added to crossfire, since much of the traffic is > text based map data. Routienes could be pulled from > mozilla or midnight commander to implement it. > > Thoughts? (Would speed things up for dialup users). Technically, anything is possible. However, this would be near the bottom of my list for a few reasons: 1) Within the server itself, most packets as composed are individually quite small, so compressing them is not likely to be any gain, and could in fact be a loss. So to do sensible compression, a bit of logic would need to be re-arranged (server woudl basically have to gather all data is needs to send, know when it is done gathering that data, then compress it and send it along) 2) Perhaps the biggest user of bandwidth could be the images - png is already a compressed format, so running compression on that is no gain. 2) Second biggest is map data, which is actually binary - it could benefit from some compression, as I'm sure there is some amount of redundancy, but to say it is text is incorrect - the only bit that is text is the 'map1' portion of the protocol - basically everything after that is binary. 3) If I recall, most modems actually do their own compression, so putting compression on top of that is no gain. 4) If I recall, most ppp or like connection software can also do compression. Once again, compressing on top of that is no gain. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 10 18:43:40 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated classes In-Reply-To: <20041010031513.52998.qmail@web61002.mail.yahoo.com> References: <20041010031513.52998.qmail@web61002.mail.yahoo.com> Message-ID: <4169C92C.3080109@sonic.net> Mitch Obrian wrote: > For the dir tree... that's going to be a chore due to > the ton of bridging rand maps I use. Im not sure if I > want it in standard distro or to just improve my > package (perhapse put in a little perl install > script?). The web of maps is very very tangled... I'm > afraid to break things and find out a year later about > it... so I'll have to think about this. I agree with some other comments that the number of maps in the single directory are a bit large. There is no hard number of what is reasonable and what isn't, although my preferred limitation is that an 'ls' of a directory has few enough files that they all appear in a single 80x24 window (what this means also depends on the length of file names). Just a note to you and all other developers who post links/whatnot to the lists - you should be very clear on what your intentions are of making the data public - often, such posts are seen as invitations to add the stuff to CVS - if this is not your intention or desire, you should be clear when posting the mail (as an addition, if it is intended for CVS, you should be clear if it is ready now, or if it is at an experimental stage, as sometimes the links are posted as for testing purposes). Last note - I recall there are test scripts which verify that exists point to the correct place (lib/adm/mapcheck or lib/adm/mapinfo - can't remember which) - this at least removes the worry about forgetting to change something somewhere. > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 10 18:50:42 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] healing potions In-Reply-To: <1097383822.5775.8.camel@oberon.kameria> References: <1097383822.5775.8.camel@oberon.kameria> Message-ID: <4169CAD2.6050404@sonic.net> Todd Mitchell wrote: > I am experiencing weirdness when dealing with healing potions. > When created with a map, like in the house of healing or a shop they > appear to be fine but when I use either create as DM or a creator object > like an altar to create a healing potion they appear to act as magic > potions and not healing potions, or at least they do not heal and give > "you are at one with the powers of magic". I could understand if they > were broken on maps too and would think it is a spell number thing, but > they appear to work fine on maps. Anyone else notice this? I've > checked the maps and they use the same arch (potion_heal) with no > significant modifications I can see. My guess is that this is related to the way the potions now work. Potions act like scrolls and wands, in that they contain a spell which is what is actually cast (the stat potions are different, in that they are hardcoded to what they do, but they could actually be changed at some point also - all that is needed is spells that permanently increase stats). Back to the point - when the potions are created on maps, or in shops, the loader does the right thing and adds the appropriate spell inv to the potion - basically, it converts the 'sp 35' to the heal spell. I note that the move_creator function doesn't deal with treasures at all - thus, for example, if you had a creator make an orc, the orc would have no treasure. The create DM command will in fact do the correct thing as related to treasure lists, so to fix that, the 'sp 35' line from the arch should be removed, with soemthing like a 'randomitems potion_heal', and then create a matching treasurelist that contains that one spell. I'd also bet that if you took those broken healing potions, put them on a map that got swapped out and swapped back in again, they might start working. > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 10 18:56:37 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated clas In-Reply-To: References: Message-ID: <4169CC35.7050505@sonic.net> Tim Rightnour wrote: > Now.. going bronze has one impact on this. If you create say, 1000pp worth of > iron weapons, of various artifact/quality/value.. ie, some given set of iron > crap totalling 1000pp, and then create the exact same set in bronze, the bronze > set will only be worth 600pp. (or whatever, I don't remember the ratios > anymore). Since the value of the artifact multipliers is based on the base > value of the original weapon, by making it bronze you drop the total value. > If you then use bronze more widely than iron, it will drop the total money that > can be made by doing so, which is probably a non-trivial amount. Right, but presumably, iron weapons will still show up occasionally also, right? Eg, it may be the case that most orcs come with bronze weapons, but you'd think that leader types or occassionaly an orc will show up with an iron weapon (an ideal ratio for that I'm not sure). But I'd also note that one thing I always find neat is actually finding that cool weapon that I'll actually use vs it showing up in a shop (wow, a +4 longsword!). So from that perspective, I'd also think you want iron weapons to show up some of the time. > > Now, granted.. thats usually not how I made money. If I wanted lots of $$, I > usually went into the entrance to a high difficulty map, and summoned monsters > and issued killpets over and over to make huge piles of high level treasure, > then Id'ed and alchemized it all. > > That being said.. summoned monsters should probably have startequip set on all > thier stuff. Yes, probably so. I think at one point, summoned monsters came without treasure, but that created the problem that it made some summoned monsters really sucky. Alternatively, the value of all such objects the summoned monster gets could also just be reset to zero. Thus, they may have some nice stuff, but it just isn't worth anything. Although, I like the startequip idea better - makes more sense since the monsters are summoned out of thin air. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 10 19:34:47 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] More Bronze Items and treasurelist + Updated clas In-Reply-To: <4169CC35.7050505@sonic.net> Message-ID: <20041011003447.21165.qmail@web61010.mail.yahoo.com> Just low level creatures with poor_old and standard_old use the bronze lists (though sometimes a good helmet etc does show up). This makes treasure chests accually usefull and exciting to find. --- Mark Wedel wrote: > Tim Rightnour wrote: > > > Now.. going bronze has one impact on this. If you > create say, 1000pp worth of > > iron weapons, of various artifact/quality/value.. > ie, some given set of iron > > crap totalling 1000pp, and then create the exact > same set in bronze, the bronze > > set will only be worth 600pp. (or whatever, I > don't remember the ratios > > anymore). Since the value of the artifact > multipliers is based on the base > > value of the original weapon, by making it bronze > you drop the total value. > > If you then use bronze more widely than iron, it > will drop the total money that > > can be made by doing so, which is probably a > non-trivial amount. > > Right, but presumably, iron weapons will still > show up occasionally also, > right? Eg, it may be the case that most orcs come > with bronze weapons, but > you'd think that leader types or occassionaly an orc > will show up with an iron > weapon (an ideal ratio for that I'm not sure). But > I'd also note that one thing > I always find neat is actually finding that cool > weapon that I'll actually use > vs it showing up in a shop (wow, a +4 longsword!). > So from that perspective, > I'd also think you want iron weapons to show up some > of the time. > > > > > Now, granted.. thats usually not how I made money. > If I wanted lots of $$, I > > usually went into the entrance to a high > difficulty map, and summoned monsters > > and issued killpets over and over to make huge > piles of high level treasure, > > then Id'ed and alchemized it all. > > > > That being said.. summoned monsters should > probably have startequip set on all > > thier stuff. > > Yes, probably so. I think at one point, summoned > monsters came without > treasure, but that created the problem that it made > some summoned monsters > really sucky. > > Alternatively, the value of all such objects the > summoned monster gets could > also just be reset to zero. Thus, they may have > some nice stuff, but it just > isn't worth anything. Although, I like the > startequip idea better - makes more > sense since the monsters are summoned out of thin > air. > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 11 12:38:50 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] healing potions In-Reply-To: <4169CAD2.6050404@sonic.net> References: <1097383822.5775.8.camel@oberon.kameria> <4169CAD2.6050404@sonic.net> Message-ID: <1097516330.2905.67.camel@oberon.kameria> I think that it is good that the spell is in the object's inventory and - that is better than a spell number, but I don't like creating a lot of treasure files for arches that will contain a single item in their inventory. How can or could we use arch notation to allow us to specify an object's inventory? other_arch seems reasonable but doesn't work and it would be nice to be able to add in a list of items. As for a fix for healing potions - I did try making the arch use a treasure list but still had the same problem - the arch worked on the map and not in creators or with the create command... Mark said: > > My guess is that this is related to the way the potions now work. > > Potions act like scrolls and wands, in that they contain a spell which is what > is actually cast (the stat potions are different, in that they are hardcoded to > what they do, but they could actually be changed at some point also - all that > is needed is spells that permanently increase stats). > > Back to the point - when the potions are created on maps, or in shops, the > loader does the right thing and adds the appropriate spell inv to the potion - > basically, it converts the 'sp 35' to the heal spell. > > I note that the move_creator function doesn't deal with treasures at all - > thus, for example, if you had a creator make an orc, the orc would have no treasure. > > The create DM command will in fact do the correct thing as related to treasure > lists, so to fix that, the 'sp 35' line from the arch should be removed, with > soemthing like a 'randomitems potion_heal', and then create a matching > treasurelist that contains that one spell. > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Oct 12 01:28:07 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:10 2005 Subject: [CF-Devel] healing potions In-Reply-To: <1097516330.2905.67.camel@oberon.kameria> References: <1097383822.5775.8.camel@oberon.kameria> <4169CAD2.6050404@sonic.net> <1097516330.2905.67.camel@oberon.kameria> Message-ID: <416B7977.9080405@sonic.net> Todd Mitchell wrote: > I think that it is good that the spell is in the object's inventory and > - that is better than a spell number, but I don't like creating a lot of > treasure files for arches that will contain a single item in their > inventory. How can or could we use arch notation to allow us to specify > an object's inventory? other_arch seems reasonable but doesn't work and > it would be nice to be able to add in a list of items. Certainly, a new field would need to be added. However, if you want to be able to add a list of weapons, it seems the treasurelist is the way to go. Since .trs files can be sprinkled throughout the arch tree, this isn't as much an issue where it was before. The problem with adding a new field (inv_arch or something) is that it will won't fix the problem - the real problem is that a lot of the code does something like: tmp=arch_to_object(op->other_arch); Which wouldn't necessarily create the inventory (if it should, we could just as easily change arch_to_object to fill in the value right now, but I don't think that is really the right approach - I'm not sure if that may result in other side effects just as bad as what we have now). > As for a fix for healing potions - I did try making the arch use a > treasure list but still had the same problem - the arch worked on the > map and not in creators or with the create command... I looked at the code for the wiz create command (which btw is completely seperate code compared to the creator command) - could be a few reasons it doesn't work, most of which should be trivial - I'm not sure if to start out with whether or not the create command even treats the object name correctly, or if it is breaking apart the 'of' context which creates some not so good effects. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Oct 12 09:44:14 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:11 2005 Subject: [CF-Devel] healing potions In-Reply-To: <416B7977.9080405@sonic.net> References: <1097383822.5775.8.camel@oberon.kameria> <4169CAD2.6050404@sonic.net> <1097516330.2905.67.camel@oberon.kameria> <416B7977.9080405@sonic.net> Message-ID: <416BEDBE.3010509@sympatico.ca> Mark Wedel wrote: > Certainly, a new field would need to be added. However, if you want > to be able to add a list of weapons, it seems the treasurelist is the > way to go. > > Since .trs files can be sprinkled throughout the arch tree, this > isn't as much an issue where it was before. > > The problem with adding a new field (inv_arch or something) is that > it will won't fix the problem - the real problem is that a lot of the > code does something like: > > tmp=arch_to_object(op->other_arch); Better than a new field would be to standardize around a single method for adding inventory. What would be fantastic would be to be able to add treasure list notation in the arch file directly *and/or* use a list(s) from a .trs file or the treasures file - the same sort of thing you can do with animation - use anim/mina in the arch file or call animation from a .face file. Since the .trs files are collected and collection is not done during game time I don't see a big problem with having it parse treasures from .arc files as well as .trs files (?). This would let you grandfather out the randomitems field so that inventory is done a single way and get rid of the limitation where you can only have one entry in the randomitems. It would be great to be able to spice up a chest or a mob by adding an additional treasure list or two or even a single item (or chance for an item) without having to make treasurelists for every permutation. I know you can do this in maps with the editor by adding inventory manually but this leaves you out in the cold for arches that are spawned or created and you can't put in a possibility for an item this way. Then it is just a matter of having the creators/altars doing the right thing. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 11 13:05:01 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:11 2005 Subject: [CF-Devel] Compression In-Reply-To: <20041009211300.15594.qmail@web61003.mail.yahoo.com> References: <20041009211300.15594.qmail@web61003.mail.yahoo.com> Message-ID: <416ACB4D.6050407@telemuse.net> I think that is an excellent idea. Perhaps using the zlib compression, which is standard, you can send more data as quickly. I frequently experiance lag on broadband. if Cf worked on dial up, think how much better. Perhaps using a system library, like libz, is better. But having compressed maps sent over is really neat. Ben >I was wondering if on-the-fly gzip compression could >be added to crossfire, since much of the traffic is >text based map data. Routienes could be pulled from >mozilla or midnight commander to implement it. > > > >Thoughts? (Would speed things up for dialup users). > > > > > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Oct 13 14:10:13 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:11 2005 Subject: [CF-Devel] Questions about plugin code Message-ID: <20041013191013.GA26668@idefix2.dvlp.in-medias-res.com> I started to review the patch "Partial plugin pointer patch" from sourceforge. Not all proposed changes are correct IMHO but after checking the plugin code (server/plugin.c and plugin*/*.c) I found quiet a lot other bugs. For some of these bugs I have questions about how to fix them: - CFSetSkillExperience() calls HOOK_ADDEXP(..., uint64 *exp, ...) but CFWAddExp() expects "int *exp". I'd like to change the plugin interface to use "uint64 *". My question: is it acceptable to change the plugin interface? That is: do other plugin modules (outside the server repository) exist or is it sufficient to ensure that the server interface and the plugin implementations match? - CFForgetSpell() calls HOOK_FORGETSPELL(..., object *spell) but CFWDoForgetSpell expects "char *spell". In this case, I changed the Python api to use the spell name instead of the spell object. (That is, use PyArg_ParseTuple(..."ls"...) instead ..."li"...) - CFCreateObjectInside() contains some code I do not understand but assume it to be very broken: if (strcmp(query_name(myob),txt)) { for(i=strlen(query_name(myob)); i>0;i--) { /*(1)*/ tmpname = (char *)(malloc(i+1)); strncpy(tmpname,query_name(myob),i); tmpname[i] = 0x0; /*(2)*/ if (!strcmp(query_name(myob),tmpname)) { /*(1)*/ free_string(tmpname); tmpname = txt + i; GCFP.Value[0] = (void *)(myob); GCFP.Value[1] = (void *)(tmpname); /*test = create_artifact(myob,tmpname); */ CFR = (PlugHooks[HOOK_CREATEARTIFACT])(&GCFP); test = (object *)(CFR->Value[0]); PyFreeMemory( CFR ); /*(3)*/ } else { /*(1)*/ free_string(tmpname); }; }; }; This code - (1) uses malloc() but calls free_string() - (2) compares query_name(myob) with a prefix of itself - (3) is missing a "break" (I'm not not sure about this one because I do not understand what this code is intended to do but it feels not right for me to call HOOK_CREATEARTIFACT multiple times.) - calls malloc() repeatedly in the loop. This is not necessary because the first allocation of malloc(strlen(...)+1) is sufficient for all following uses. - calls query_name(myob) multiple times. Since query_cost() is quite expensive, there should be only one call like "char *myob_name = query_name(myob)" - does not check if malloc() was successful Said that, my question is: can someone tell me what this code is intended to do? Note that CFCreateObject() contains basically the same code. - CFSetCha() (and similar functions for other stats) do if (value>30) return NULL; if (value<-30) return NULL; to restrict the new value to valid values. I would like to change these statements to if (value>MAX_STAT) return NULL; if (value References: <20041013191013.GA26668@idefix2.dvlp.in-medias-res.com> Message-ID: <416D9850.2080901@sympatico.ca> CreateObjectInside and CreateInvisibleObjectInside are functions to add items to player inventory (and containers?). I have used the second abovementioned without any problems (python/misc/CFWearDisguise inserts a marker in the player's inventory, I have a few scripts that do this) so I know is works so you might compare the two. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Oct 14 13:10:26 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:11 2005 Subject: [CF-Devel] Questions about plugin code In-Reply-To: <416D9850.2080901@sympatico.ca> References: <20041013191013.GA26668@idefix2.dvlp.in-medias-res.com> <416D9850.2080901@sympatico.ca> Message-ID: <20041014181025.GA17936@idefix2.dvlp.in-medias-res.com> Todd Mitchell wrote: > CreateObjectInside and CreateInvisibleObjectInside are functions to > add items to player inventory (and containers?). I have used the > second abovementioned without any problems (python/misc/CFWearDisguise > inserts a marker in the player's inventory, I have a few scripts that > do this) so I know is works so you might compare the two. The implementation of CreateInvisibleObjectInside is quite different from CreateObjectInside. (And CreateInvisibleObjectInside does not contain that broken code.) Both functions that contain the broken code are actually used by some existing Python scripts, therefore they'll work in principle, I think. The problem seems to affect the creation of artifacts only: the code calls myob = HOOK_GETARCHETYPE(txt) to create the object named "txt". (txt is the parameter passed in by the Python script.) It then invokes the broken code only if query_name(myob) != txt. I assume, the intention was to repeatedly call HOOK_CREATEARTIFACT(myob, ) until the artifact is complete. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Oct 15 01:25:18 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:11 2005 Subject: [CF-Devel] Questions about plugin code In-Reply-To: <20041013191013.GA26668@idefix2.dvlp.in-medias-res.com> References: <20041013191013.GA26668@idefix2.dvlp.in-medias-res.com> Message-ID: <416F6D4E.3010004@sonic.net> Andreas Kirschbaum wrote: > - CFSetSkillExperience() calls HOOK_ADDEXP(..., uint64 *exp, ...) but > CFWAddExp() expects "int *exp". > > I'd like to change the plugin interface to use "uint64 *". My > question: is it acceptable to change the plugin interface? That is: > do other plugin modules (outside the server repository) exist or is > it sufficient to ensure that the server interface and the plugin > implementations match? I'm not aware of any outside of the official distribution - doesn't mean they don't exist, but I certainly think they should get fixed. If backwards compatibility is really desired, could follow the model of other libraries and make something like 'CFWAddExp64()', and then just hae CFWAddExp just be a wrapper around that that copies the data in/out of a private variable. > > - CFForgetSpell() calls HOOK_FORGETSPELL(..., object *spell) but > CFWDoForgetSpell expects "char *spell". > > In this case, I changed the Python api to use the spell name instead > of the spell object. (That is, use PyArg_ParseTuple(..."ls"...) > instead ..."li"...) That makes sense to me - while using strings may be a bit slower, it is certainly easier/more flexible, as otherwise the code has to look up the object, pass that in, etc. > > - CFCreateObjectInside() contains some code I do not understand but > assume it to be very broken: > > - (1) uses malloc() but calls free_string() which is bad. > - calls malloc() repeatedly in the loop. This is not necessary > because the first allocation of malloc(strlen(...)+1) is > sufficient for all following uses. yep. > > - calls query_name(myob) multiple times. Since query_cost() is quite > expensive, there should be only one call like > "char *myob_name = query_name(myob)" I agree. > > - does not check if malloc() was successful IMO, that is less a concern, as lots of code in crossfire probably doesn't. And the best it can really do if it was not successful is to just bail out and end executation. There is certainly problem depending on what the malloc'd string is also used for - if for example it is then assigned to something in the object structure which free_string is used on later, that doesn't work. I was thinking at some point that getting rid of the shared string stuff all together could make sense, just because there are issues like this. > - CFSetCha() (and similar functions for other stats) do > > if (value>30) return NULL; > if (value<-30) return NULL; > > to restrict the new value to valid values. I would like to change > these statements to > > if (value>MAX_STAT) return NULL; > if (value > but MIN_STAT is not -30. Therefore: is my fix broken or is the value > -30 incorrect? I believe the issue is that the MAX/MIN_STAT values are defined to cover creatures/players, becuase that is basically the legal range of the tables which say what the respective bonuses are. However, certainly objects can have negative stats - cursed items, and even some of the non cursed ones (there are some that give pluses and minuses). So I'm not sure the best way to cover that case. > > - CFWDumpObject() allocates a buffer with malloc() and returns it to > the plugin implementation. This buffer is never freed. > > Should I use a static buffer or free it in the plugin implementation? Well, if it can be done via static buffer, that may be the best way to go - sometimes that doesn't work if the data is referenced at a later time. But in that case, malloc with it being freed when it is no longer needed would be the way to go. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Oct 15 01:41:57 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:11 2005 Subject: [CF-Devel] healing potions In-Reply-To: <416BEDBE.3010509@sympatico.ca> References: <1097383822.5775.8.camel@oberon.kameria> <4169CAD2.6050404@sonic.net> <1097516330.2905.67.camel@oberon.kameria> <416B7977.9080405@sonic.net> <416BEDBE.3010509@sympatico.ca> Message-ID: <416F7135.1050902@sonic.net> Todd Mitchell wrote: > Better than a new field would be to standardize around a single method > for adding inventory. Arguably, the treasure list syntax already supports that. > What would be fantastic would be to be able to > add treasure list notation in the arch file directly *and/or* use a > list(s) from a .trs file or the treasures file - the same sort of thing > you can do with animation - use anim/mina in the arch file or call > animation from a .face file. Since the .trs files are collected and > collection is not done during game time I don't see a big problem with > having it parse treasures from .arc files as well as .trs files (?). It could be done, but a little more complicated than the animation stuff. The animation stuff is easy - the collection code basically says 'one I find a anim, just collect all the data until I get a mina. This works fine because mina is not used anyplace for the archs. The treasurelists use an 'end' to denote the end of the list, which also happens to match the tag for ending an object. Fortunately, the treasurelist doesn't nest those, so the collect could basically do something like 'once I see a treasure line, collect all until I see an end line'. > This would let you grandfather out the randomitems field so that > inventory is done a single way and get rid of the limitation where you > can only have one entry in the randomitems. It would be great to be > able to spice up a chest or a mob by adding an additional treasure list > or two or even a single item (or chance for an item) without having to > make treasurelists for every permutation. Well, you're asking for something completely different now. You can't, for example, add animations in the archs on maps - the collect script does the work of sorting out the fields at collection time and putting them in the right place. And doing something like that for treasurelists wouldn't be hard. But you are describing the ability to have treasurelists embedded in objects in maps - this is doable, but would require a bit more work. The code would probably have to do something like generate the name of the treasurelist at load time to make sure it is unique (could just keep a global counter, and do something like dynamiclist_1, dynamiclist_2, etc). When the object is then swapped out, the treasurelist could be freed. However, it would still be a requirement that only 1 treasurelist is allowed per object, and you can't reference other objects treasurelists. Eg, you couldn't do something like: object orc ... treasure blah ... end treasure blah2 list blah .. end end OR something like: object orc treasure blah .. end object orc randomitems blah .. end > I know you can do this in > maps with the editor by adding inventory manually but this leaves you > out in the cold for arches that are spawned or created and you can't put > in a possibility for an item this way. Spawned objects don't necessarily get fixed by the above - in many cases, such automatically created objects are created just by an 'other_arch' field. Unless those are all changed, you don't gain anything, because the other_arch can only point at a generic arch. And note that treasurelists can also only point at the same generic arch's - you can not for example have that treasurelist contain a customized object, unless that object is an official arch. It is certainly a good idea to have the treasurelists be customizable within objects - I think that has been on the TODO list for a long time, but it really doesn't have anything to do with having healing potions work - that is 100% of having the appropriate functions (command_create, move_creator) do the right thing - no matter whatever archetype/treasurelist/etc changes are made, unless the code in the functions is also changed, things still won't work. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Oct 15 10:50:20 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:11 2005 Subject: [CF-Devel] healing potions In-Reply-To: <416F7135.1050902@sonic.net> References: <1097383822.5775.8.camel@oberon.kameria> <4169CAD2.6050404@sonic.net> <1097516330.2905.67.camel@oberon.kameria> <416B7977.9080405@sonic.net> <416BEDBE.3010509@sympatico.ca> <416F7135.1050902@sonic.net> Message-ID: <416FF1BC.6030903@sympatico.ca> Mark Wedel wrote: >> Better than a new field would be to standardize around a single >> method for adding inventory. > > Arguably, the treasure list syntax already supports that. Yes I would say that the treasure list syntax should be used. >> What would be fantastic would be to be able to add treasure list >> notation in the arch file directly *and/or* use a list(s) from a >> .trs file or the treasures file - the same sort of thing you can do >> with animation - use anim/mina in the arch file or call animation >> from a .face file. Since the .trs files are collected and collection >> is not done during game time I don't see a big problem with having it >> parse treasures from .arc files as well as .trs files (?). > > It could be done, but a little more complicated than the animation > stuff. > > The animation stuff is easy - the collection code basically says 'one > I find a anim, just collect all the data until I get a mina. This > works fine because mina is not used anyplace for the archs. > > The treasurelists use an 'end' to denote the end of the list, which > also happens to match the tag for ending an object. Fortunately, the > treasurelist doesn't nest those, so the collect could basically do > something like 'once I see a treasure line, collect all until I see an > end line'. I was thinking of wrapping standard treasurelist notation in a tag like the anim/mina so that you could do: treasurelists all your treasurelist notations endtreasurelists the the collect scripts can just look out for the wrappers in the arches, the trs files and the treasures file. This seems like there are three places for the data but at some point the treasures file in the server would be entirely replaced by .trs files in the arches I expect. >> This would let you grandfather out the randomitems field so that >> inventory is done a single way and get rid of the limitation where >> you can only have one entry in the randomitems. It would be great to >> be able to spice up a chest or a mob by adding an additional treasure >> list or two or even a single item (or chance for an item) without >> having to make treasurelists for every permutation. > > Well, you're asking for something completely different now. Right, well I guess the ability to spawn copies of objects in the maps is pretty good, it would be very nice to be able to reference multiple treasurelists in the randomitems field (or another field) however so you could add a second list to a NPC or a chest. You can still do a lot by adding additional items to inventory or random archs so that is not so important to be able to make custom lists in the maps. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Oct 15 12:30:59 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:11 2005 Subject: [CF-Devel] Compression In-Reply-To: <416ACB4D.6050407@telemuse.net> References: <20041009211300.15594.qmail@web61003.mail.yahoo.com> <416ACB4D.6050407@telemuse.net> Message-ID: <200410151931.04448.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Oct 15 13:03:44 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:11 2005 Subject: [CF-Devel] Compression In-Reply-To: <200410151931.04448.tchize@myrealbox.com> Message-ID: <20041015180344.99564.qmail@web61008.mail.yahoo.com> I suggest against UDP based protocal use. 1 it's unreliable. 2 I wouldn't beable to connect through ssh. Please not UDP, I'm not _That_ worried about bandwidth consumption. I am VERY glad CF uses TCP. --- tchize wrote: > Blind compression of protocol is a bad idea. > Here is why. > There are mainly 3 parts of protocol which consume > lots of bandwidth and, so > are interresting to compress. > > 1) text messages to player. > When use hit/miss a monster, server send lots of > message telling player how > combat is going. Those message are all in forms like > 'You hit kobold very hard' > Don't forget that is one packet as a whole, so you > need to find a a way to > compress that sentence alone. Try to cut an past it > in a .txt then zip it and > see result (yeah, compressed size is the double, > because you need to send the > compression alphabet used). A bettr way would be, > perhaps to send only to > client the number of the creature being hit (an > int16) along with the > 'template' used for message (could be another > int16). Never investigated a > lot this. > 2) pictures. > Depending on configuration of client, the client may > cache pictures or not, > even could comme with a standard preloaded set of > pictures or could download > the pictures from server at startup. As pictures are > already png, unless you > force client to cache pictures (this prevent sending > pictures each time a > square change in map), you can't gain a lot in this > way. (Preloaded set with > 'on connect' checksum / download seem the best path) > 3) Mapinfo > There are lots of map related info send to client, > when he moves, when he is > looking at the animated sea (each animation is > change in the map and so a map > packet sent). I already analyzed this in the past, > and i concluded, by > running with a quite fast player, in bigworld > (pictures were cached at > connect time and so didn't influence bandwidth use, > statswere at max and > didn't influence bandwidth too, no monsters around), > that the bandwidth use > can sometime rise up to 32K/s just for map datas. > Unfortunately, as is, it's also impossible to > compress that data. These are > already tight binary datas and, when you have > recurrent informations, like > when you have a cyclic sea movement, you can't > gather all them to 'hope' zlib > will compress them. Because you'll have to stack > datas for about 2 seconds > (imagine the lags). > > > Now, am not saying we can't compress datas, just > that we need a better way, > which has already been discussed for about a year on > irc. The idea is mainly > around the mapdatas , but not only. The purpose is > not to reduce bandwidth > (but it indeed reduce bandwidth) but to prevent user > lags. That's what we > need to concentrate on. The suggestion lead to the > following point > > 1) Use an udp based protocol. This prevent the > bandwidth consumption of tcp > packet resend query, tcp stacking and so on, but > this protocol is not > reliable, so we need to add redundancy on critical > datas (we don't mind > loosing a 'you hit kobold' message or a 'sea did > animate' one), but when > player moves, we need to ensure client got the > information. When player > changes map we need to be sure it get this > information too. When players are > chatting also, this must be reliable. > > 2) Because there can be lag between a 'move' command > from client and a > 'mapscroll' answer from server, client need to take > some advance in the > movement. It need to 'suppose' the movement, thought > the server remains the > only controller of the 'can move' logic. This mean > we must send additionnal > datas on which areas are passable and which not. (or > at least 'seems > passable'). > > 3) Because animations on maps are a waste of > bandwith (cyclic animation, like > sea, rivers, lava, snow), we need to tell the client > the animation exists, > the speed of the animation and a timebase to > synchronize it's first frame. > That's a bit more datas but sent only once. > > 4) Because sending additionnal datas for an > animation player will merely see > only half because he just run by when goind > somewhere else and because most > of the envirronement never change (trees remain > trees, grass remains grass, > lava, etc) we should preload to client the maps > backgrounds. > > 5) Because we need to keep all dynamism of current > map system (a grass square > could theorically be changed by weather system. You > could create a map with > scripting where a lever would remove lava, aso) we > need to have a way to > 'patch' the client map when such change occur and a > way to track this. > > All this need to make a list of important datas, of > less likely to change info > on map (should be automatic and based on > is_floor/alive/can_pick tags). > Moreover, this need a redo of current protocol which > would not be compatible > (well technically because we would use udp and not > tcp, we can easily decide > if we use new or old protocol with client). > > So i think this is not as simple as compression, > this is some quite huge work > that need to be done and turn around in my mind for > more than a year. But i > sure hope to see this alive one day or another :) > > > > > Le Lundi 11 Octobre 2004 20:05, Ben Jolitz a écrit : > I think that is an excellent idea. Perhaps using the > zlib compression, > which is standard, you can send more data as > quickly. > I frequently experiance lag on broadband. if Cf > worked on dial up, > think how much better. Perhaps using a system > library, > like libz, is better. But having compressed maps > sent over is really neat. > Ben > > >I was wondering if on-the-fly gzip compression > could > >be added to crossfire, since much of the traffic is > >text based map data. Routienes could be pulled from > >mozilla or midnight commander to implement it. > > > > > > > >Thoughts? (Would speed things up for dialup users). > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > -- > -- > Tchize (David Delbecq) > tchize@myrealbox.com > Public PGP KEY FINGERPRINT: > F4BC EF69 54CC F2B5 4621 8DAF 1C71 8E6B 5436 > C17C > Public PGP KEY location: > http://wwwkeys.pgp.net/pgpnet/wwwkeys.html > > ATTACHMENT part 1.2 application/pgp-signature > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Express yourself with Y! Messenger! Free. Download now. http://messenger.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Oct 15 16:32:24 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:11 2005 Subject: [CF-Devel] New maps needed In-Reply-To: <20041015180344.99564.qmail@web61008.mail.yahoo.com> Message-ID: <20041015213224.26819.qmail@web61005.mail.yahoo.com> Dear all thee who have come to know one of the two crossfire map editors. There comes a time in a projects life where It need more game levels. This time has come in crossfire. The city of Brest has many houses in need of maps, Navar has slums that need slumming, 2 mining towns are also empty, the middle of the continent has few attractions. There are no roving bands of marauders, few vicious animals to fear... big world has little to offer in death. So please all that are capable, make the great expance of our universe deadly and harsh. :D _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Oct 15 16:44:52 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:12 2005 Subject: [CF-Devel] New maps needed Message-ID: <20041015214452.34198.qmail@web61007.mail.yahoo.com> Dear all thee who have come to know one of the two crossfire map editors. There comes a time in a projects life where It need more game levels. This time has come in crossfire. The city of Brest has many houses in need of maps, Navar has slums that need slumming, 2 mining towns are also empty, the middle of the continent has few attractions. There are no roving bands of marauders, few vicious animals to fear... big world has little to offer in death. So please all that are capable, make the great expance of our universe deadly and harsh. :D _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Fri Oct 15 17:54:29 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:12 2005 Subject: [CF-Devel] Reserved spaces in Navar and Scorn for Mlab addition (10 spaces) Message-ID: <20041015225429.8157.qmail@web61002.mail.yahoo.com> Navar: world_121_117 (36,4),(37,4),(38,4) (36,5),(37,5),(38,5) Scorn: world_104_115 (43,34), (44,34) (43,35), (44,35) Please don't add map exits to these squares. Perhapse add brown houses that are named "reserved". This way prospective admin's can just dl the mlab tarball, remove the reserved tiles, and apply the map-masks and thus install the wonderfull world of mlab (tm) and it's flatland dir tree :D __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 16 00:07:51 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:12 2005 Subject: [CF-Devel] healing potions In-Reply-To: <416FF1BC.6030903@sympatico.ca> References: <1097383822.5775.8.camel@oberon.kameria> <4169CAD2.6050404@sonic.net> <1097516330.2905.67.camel@oberon.kameria> <416B7977.9080405@sonic.net> <416BEDBE.3010509@sympatico.ca> <416F7135.1050902@sonic.net> <416FF1BC.6030903@sympatico.ca> Message-ID: <4170ACA7.7080209@sonic.net> I'll probably be a bit terse in this reply, since I had almost finished a followup and mozilla crashed, and don't want to go into that detail again. Todd Mitchell wrote: > Mark Wedel wrote: > > I was thinking of wrapping standard treasurelist notation in a tag like > the anim/mina so that you could do: > > treasurelists > > all your treasurelist notations > > endtreasurelists > > the the collect scripts can just look out for the wrappers in the > arches, the trs files and the treasures file. This seems like there are > three places for the data but at some point the treasures file in the > server would be entirely replaced by .trs files in the arches I expect. This could pretty easily be done - don't even need those tags - the collect script could easily enough just look for lines that start with treasure, and once it gets one, just shunt all following lines into the treasure file until it gets and end line. There probably isn't any real reason not to have several places the info could be - I'm guessing it is of some mild convenience to put the data into the .arc file instead of a .trs file. > Right, well I guess the ability to spawn copies of objects in the maps > is pretty good, it would be very nice to be able to reference multiple > treasurelists in the randomitems field (or another field) however so you > could add a second list to a NPC or a chest. You can still do a lot by > adding additional items to inventory or random archs so that is not so > important to be able to make custom lists in the maps. There are a couple ways this can be done now: 1) make a treasurelist that contains other treasurelists. Since treasurelists can only be in the treasures file at startup, this means that it has to be put in the arc directory or the like, which may not be really convenient. 2) Put some random treasures in the objects inventory, just changing their randomitems field as needed - this lets you put in several treasures. The problem is there is no way to selectively do something like select only 1 of 3 lists like you could with a treasurelist. However, the real problem here is the way of which inventory is generated - sometimes it uses other_arch, other time inventory for duplication, other time randomitems, etc. This gets pretty messy. The other problem is that two of those (other_arch and randomitems) point to other structures, and are not free form text, which makes putting multiple entries in difficult (if for example, randomitems was text, you could just comma seperate the different treasurelists, or even include one). that hurts performance a bit (as the data has to be parsed each time), but for most objects, they create other objects or treasure pretty infrequently. So probably not that big a deal. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 16 00:28:44 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:12 2005 Subject: [CF-Devel] Compression In-Reply-To: <200410151931.04448.tchize@myrealbox.com> References: <20041009211300.15594.qmail@web61003.mail.yahoo.com> <416ACB4D.6050407@telemuse.net> <200410151931.04448.tchize@myrealbox.com> Message-ID: <4170B18C.7020006@sonic.net> Try to cover some points quickly: Text messages - the hit messages could certainly be reduced in size - even just sending it like 'hit:orc:20' or something is a lot more terse than 'you hit the orc very hard'. However, even if you presume 20 messages per second, at 30 characters per message (both which seem would be pretty high), that is really only 600 bytes/second. I'm ignoring tcp overhead here, because in practice, the OS can certainly combine several messages into a single packet, so you're not necessarily going to incure the tcp overhead for each message. UDP could certainly be used, and could make sense for some data. Realistically, you'd probably have both a tcp and udp connection - there really isn't any reason for the client or server to re-implement the tcp protocol. So for data that must get to the other end, you use the tcp connection, or data which can be lost, you use the udp. The problem here is figuring out what data can go over udp, and potentially be lost or end up out of order. Certainly, things like the 'hit' messages mentioned above could be udp - if you miss a few messages about hitting hte monster, or a few come out of order, not a big deal. However, map data is much more problematic - the current map logic only sends differences, and order is pretty important. Thus, for example, if a map update was lost, some squares will remain incorrect until either the player leaves and re-enters the map, or they disappear from view. So to in a sense fix this, you'd need to periodic send the entire map to the client just to cover such lost spaces (and this entire map has to be send reliably) - its unclear, depending on how often you need to send these total maps, of whether much bandwidth would actually get saved. The potentially easier way to save bandwidth is to send map updates less often. For example, if isntead of sending it every frame, it was sent every other frame, there'd probably be quite a bit of bandwidth saved, and such a change would easily be done. To me, trying to send the static map to the client is a no go - it adds a lot of complication, a lot of potential cheat ability, and potentially changes when you get lag - eg, in such a method, you're fairly likely to get noticable lag when changing maps. Making the map protocol more efficient is one of those things I plan to do - including having the client deal with animations. However, like most things, there is so much that could be done, and so little time. However, the issue always comes to minimum requirements. For example, there was discussion a while back about minimum system to play the client on (given the x11 client used less resources than the gtk, but not as well supported. The same can be said for bandwidth. At some point, you just have to say you need XYZ bandwidth and if you don't have it, tough luck. Perhaps a bit cruel, but no matter what you do, there will be some minimum (a 9600 baud modem will never be acceptable for example) _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 16 08:48:05 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:13 2005 Subject: [CF-Devel] Compression In-Reply-To: <4170B18C.7020006@sonic.net> Message-ID: <20041016134805.71372.qmail@web61004.mail.yahoo.com> Please keep a TCP only as an Option. I need it so I can tunnel over SSH. --- Mark Wedel wrote: > > Try to cover some points quickly: > > Text messages - the hit messages could certainly be > reduced in size - even just > sending it like 'hit:orc:20' or something is a lot > more terse than 'you hit the > orc very hard'. However, even if you presume 20 > messages per second, at 30 > characters per message (both which seem would be > pretty high), that is really > only 600 bytes/second. > > I'm ignoring tcp overhead here, because in > practice, the OS can certainly > combine several messages into a single packet, so > you're not necessarily going > to incure the tcp overhead for each message. > > UDP could certainly be used, and could make sense > for some data. Realistically, > you'd probably have both a tcp and udp connection - > there really isn't any > reason for the client or server to re-implement the > tcp protocol. So for data > that must get to the other end, you use the tcp > connection, or data which can be > lost, you use the udp. > > The problem here is figuring out what data can go > over udp, and potentially be > lost or end up out of order. Certainly, things like > the 'hit' messages > mentioned above could be udp - if you miss a few > messages about hitting hte > monster, or a few come out of order, not a big deal. > > However, map data is much more problematic - the > current map logic only sends > differences, and order is pretty important. Thus, > for example, if a map update > was lost, some squares will remain incorrect until > either the player leaves and > re-enters the map, or they disappear from view. So > to in a sense fix this, > you'd need to periodic send the entire map to the > client just to cover such lost > spaces (and this entire map has to be send reliably) > - its unclear, depending on > how often you need to send these total maps, of > whether much bandwidth would > actually get saved. > > The potentially easier way to save bandwidth is to > send map updates less often. > For example, if isntead of sending it every frame, > it was sent every other > frame, there'd probably be quite a bit of bandwidth > saved, and such a change > would easily be done. > > To me, trying to send the static map to the client > is a no go - it adds a lot > of complication, a lot of potential cheat ability, > and potentially changes when > you get lag - eg, in such a method, you're fairly > likely to get noticable lag > when changing maps. > > Making the map protocol more efficient is one of > those things I plan to do - > including having the client deal with animations. > However, like most things, > there is so much that could be done, and so little > time. > > However, the issue always comes to minimum > requirements. For example, there > was discussion a while back about minimum system to > play the client on (given > the x11 client used less resources than the gtk, but > not as well supported. > > The same can be said for bandwidth. At some > point, you just have to say you > need XYZ bandwidth and if you don't have it, tough > luck. Perhaps a bit cruel, > but no matter what you do, there will be some > minimum (a 9600 baud modem will > never be acceptable for example) > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > _______________________________ Do you Yahoo!? Declare Yourself - Register online to vote today! http://vote.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 16 14:12:18 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:13 2005 Subject: [CF-Devel] healing potions In-Reply-To: <416F7135.1050902@sonic.net> References: <1097383822.5775.8.camel@oberon.kameria> <4169CAD2.6050404@sonic.net> <1097516330.2905.67.camel@oberon.kameria> <416B7977.9080405@sonic.net> <416BEDBE.3010509@sympatico.ca> <416F7135.1050902@sonic.net> Message-ID: <1097953938.5518.6.camel@oberon.kameria> Just in my poking around I think a lot of the object inventory code has been broken recently because some horns are broken too. The horn of waves and horn of siren call can't even be created anymore and if created on a map they fire bullets instead of their spell. I know that these horns and healing potions creators worked before so some kind of bug has been introduced. This problem is on metalforge in CVS as of Oct 16 anyway. > It is certainly a good idea to have the treasurelists be customizable within > objects - I think that has been on the TODO list for a long time, but it really > doesn't have anything to do with having healing potions work - that is 100% of > having the appropriate functions (command_create, move_creator) do the right > thing - no matter whatever archetype/treasurelist/etc changes are made, unless > the code in the functions is also changed, things still won't work. > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 16 15:26:44 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:13 2005 Subject: [CF-Devel] Butakis crash Message-ID: <1097958404.5518.41.camel@oberon.kameria> Here is what I have discovered about the Butakis prison map causing the server crash on metalforge. This map (Wist_study) had a lot of arches in monster inventory that had been removed form the game - I'm guessing it is likely this was causing the crash. The code has been changed on Oct 16 to fix the actual crash but the missing arches are still missing. from the log: Discarding object without arch: book Couldn't find archetype ability_fear Discarding object without arch: ability_fear Couldn't find archetype ability_forced_dance Discarding object without arch: ability_forced_dance Couldn't find archetype ability_mass_confusion Discarding object without arch: ability_mass_confusion Couldn't find archetype ability_lightning Discarding object without arch: ability_lightning Couldn't find archetype ability_cold Discarding object without arch: ability_cold Couldn't find archetype ability_mass_confusion Discarding object without arch: ability_mass_confusion Couldn't find archetype ability_speedball Discarding object without arch: ability_speedball Couldn't find archetype ability_fear Discarding object without arch: ability_fear now fear has had a name change so that is easy to fix but IMHO the others should be abilities as well as spells unless I am missing something about how these things work. On a similar topic - do monsters have to have the appropriate spell skill in their inventory to cast spells which have been dropped into their inventory or can they just cast spells automatically? _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 16 15:46:39 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:13 2005 Subject: [CF-Devel] speed_left? Message-ID: <1097959599.5518.44.camel@oberon.kameria> what is speed_left and should it be listed monster map entries? the description says: speed speed of O. A negative number means that speed_left will be randomized when the object is loaded. speed_left speed of O remaining, internal. which I still don't understand. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 16 18:13:01 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:13 2005 Subject: [CF-Devel] New arches. Message-ID: <20041016231301.9242.qmail@web61002.mail.yahoo.com> cloudwall.arc cloudfloor.arc snowstorm_x.arc bronze chest armor https://cat2.ath.cx/crossfirearch (Todd ill send you an updated tar if you need, also please credit as Mikeeusa rather than Mitch Obrian) __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 17 06:51:30 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:13 2005 Subject: [CF-Devel] speed_left? In-Reply-To: <1097959599.5518.44.camel@oberon.kameria> References: <1097959599.5518.44.camel@oberon.kameria> Message-ID: <200410171351.35487.tchize@myrealbox.com> Skipped content of type multipart/signed-------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 17 08:33:30 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:13 2005 Subject: [CF-Devel] Warning: broken weights & containers & such Message-ID: <417274AA.50409@laposte.net> On cf.mf.net, it seems everything containing items is broken. The 'carrying' field for bookshelves is not uptodate (way too high), apparently players report shop issues. Gonna look into that, while it isn't fixed i guess no one gets latest cvs :) Ryo _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 17 08:51:40 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:13 2005 Subject: [CF-Devel] Warning: broken weights & containers & such In-Reply-To: <417274AA.50409@laposte.net> References: <417274AA.50409@laposte.net> Message-ID: <417278EC.5030600@laposte.net> During item loading, the 'carrying' field of (for instance) bookshelf gets loaded from file, then as items are inserted into it insert_ob_in_ob is called and adds the weight too. So each loading the container's carrying field goes up, up, up, and is never reset to 0. Now I don't know whether the weight should be fixed after loading, or carrying field set to 0 before inventory loading, and such. Also i don't know which latest commit makes this weird behaviour :) Ryo _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 17 09:30:45 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:13 2005 Subject: [CF-Devel] More bugs Message-ID: <41728215.1070803@laposte.net> More bugs reported by players on cf.mf.net : * treasure lists seem broken, at least for newly created characters (no skills, no item, ...) * a player saw a 'random_wealth' item, obviously a treasure list not initialized :) Ryo _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 17 22:39:54 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:13 2005 Subject: [CF-Devel] Questions about plugin code In-Reply-To: <20041014181025.GA17936@idefix2.dvlp.in-medias-res.com> References: <20041013191013.GA26668@idefix2.dvlp.in-medias-res.com> <416D9850.2080901@sympatico.ca> <20041014181025.GA17936@idefix2.dvlp.in-medias-res.com> Message-ID: <1098070794.6658.8.camel@oberon.kameria> Hi Andreas, While you are poking around in the python plugin code can you figure out how to add the python folder in the maps module to the PyInitialize() sys.path so that it will be checked for modules there automatically and first. This will save a lot of bootstrapping in the scripts and allow us to override other library modules if desired. I can't seem to find a concrete example of how to do this in the python embedding documents aside from comments on adding an environment setting which seems weird compared to just adding the path to the sys.path list, it must be too subtle to me to figure out. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 01:26:48 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:13 2005 Subject: [CF-Devel] speed_left? In-Reply-To: <1097959599.5518.44.camel@oberon.kameria> References: <1097959599.5518.44.camel@oberon.kameria> Message-ID: <41736228.6050206@sonic.net> Todd Mitchell wrote: > what is speed_left and should it be listed monster map entries? > the description says: > > speed speed of O. A negative number means that > speed_left > will be randomized when the object is loaded. > speed_left speed of O remaining, internal. > > which I still don't understand. tchize was fundamentally correct. The only thing that really wasn't right in what he said is that the objects speed_left is increased by the absolute value of the speed value, and when the object takes an action, its speed_left is reduced by one - the object takes an action when speed gets to 0 or 1 - I forget which. negative speed means the objects speed_left is randomized at time of load - this is useful so that all monsters are not in lockstep. IT isn't universally desirable - think of a set of moving spikes - you probably do want those to move in a syncrhonous fashion. speed_left needs to be saved out so that objects don't lose actions - think of a slow speed generator - you don't want it to reset to having to wait a long time if it happened to get saved out just a little before it was supposed to go. This works really based on ordering of fields in the map. When an object is loaded, when it gets the speed value, if negative, it randomizes speed_left right then. When maps are saved out, speed_left is saved after the speed value, so that randomized value will then get overwritten when it gets to the speed_left line. The other usage of speed left is for paralyzation attacks - basically, when that happens, the monsters/players speed_left is just set to a fairly large negative value, so that it will be many ticks before the creatures speed will be positive, and thus it gets an action. such a tactic could be used by map designers to delay when an object starts doing actions (hibernate a monster for a while). Another example could perhaps be a race type thing - need to get to the end of the map within some time period - could perhaps use a gate or somethign that doesn't start moving until say 50 ticks after the map loads - thus, giving the player those 50 ticks to get through. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 02:12:46 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:14 2005 Subject: [CF-Devel] Warning: broken weights & containers & such In-Reply-To: <417278EC.5030600@laposte.net> References: <417274AA.50409@laposte.net> <417278EC.5030600@laposte.net> Message-ID: <41736CEE.5080102@sonic.net> Nicolas Weeger wrote: > During item loading, the 'carrying' field of (for instance) bookshelf > gets loaded from file, then as items are inserted into it > insert_ob_in_ob is called and adds the weight too. > So each loading the container's carrying field goes up, up, up, and is > never reset to 0. > > Now I don't know whether the weight should be fixed after loading, or > carrying field set to 0 before inventory loading, and such. > Also i don't know which latest commit makes this weird behaviour :) These should all now be fixed in CVS. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 02:25:19 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:14 2005 Subject: [CF-Devel] Butakis crash In-Reply-To: <1097958404.5518.41.camel@oberon.kameria> References: <1097958404.5518.41.camel@oberon.kameria> Message-ID: <41736FDF.60209@sonic.net> Todd Mitchell wrote: > Here is what I have discovered about the Butakis prison map causing the > server crash on metalforge. > > This map (Wist_study) had a lot of arches in monster inventory that had > been removed form the game - I'm guessing it is likely this was causing > the crash. > The code has been changed on Oct 16 to fix the actual crash but the > missing arches are still missing. There were actually two crashes related to that map - one related to the missing archs, and one related to spell books/wands/whatever placed in monsters inventory not having a spell placed into them. > > now fear has had a name change so that is easy to fix but IMHO the > others should be abilities as well as spells unless I am missing > something about how these things work. On a similar topic - do monsters > have to have the appropriate spell skill in their inventory to cast > spells which have been dropped into their inventory or can they just > cast spells automatically? Monsters don't need the appropriate spell skills to use the spell - if they have the skill and have the can_cast_spell flag, they can cast spells. As for ability vs spells - a lot of the old abilities where just a mechanism for the monster to cast the spell, and given that, there was no difference (eg, the spell had magic set on the attacktype). there was dragonbreath and a few others that were different. In the case you mentioned, I believe that all of those were really just spells, so there shouldn't be need to make new abilities for them - the maps just need to get updated to have the spell_..... as appropriate. I'm pretty sure that for all the ones that actually were different, I did put in an ability for them. but I might not of. In this particular case, it probably doesn't make a difference (since the creature is a apparantly a wizard, having magic be on the attacktype would be perfectly reasonable). Where it usually comes in is for dragons/demons/other supernaturals, who somehow create the effect non magically - thus, no magic attacktype. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 11:40:49 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:14 2005 Subject: [CF-Devel] Butakis crash In-Reply-To: <41736FDF.60209@sonic.net> References: <1097958404.5518.41.camel@oberon.kameria> <41736FDF.60209@sonic.net> Message-ID: <4173F211.20607@sympatico.ca> I thought there was something to do with magic vs non-magic. I fixed the map in anycase and the creatures were magic using (except perhaps the unicorn). I guess the only one I can see that should have a non-magical version that doesn't would be paralyze. I think that it should be an ability as well as a spell. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 12:15:54 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:14 2005 Subject: [CF-Devel] Questions about plugin code In-Reply-To: <1098070794.6658.8.camel@oberon.kameria> References: <20041013191013.GA26668@idefix2.dvlp.in-medias-res.com> <416D9850.2080901@sympatico.ca> <20041014181025.GA17936@idefix2.dvlp.in-medias-res.com> <1098070794.6658.8.camel@oberon.kameria> Message-ID: <20041018171554.GA30335@idefix2.dvlp.in-medias-res.com> Todd Mitchell wrote: > While you are poking around in the python plugin code can you figure > out how to add the python folder in the maps module to the > PyInitialize() sys.path so that it will be checked for modules there > automatically and first. I could not figure out how to do it from C code. (I found that feature request in the python mailing list but it seems not (yet?) implemented.) My attached patch runs the script $MAPDIR/python/events/python_init.py right after initializing the Python interpreter. The attached sample script just adds $MAPDIR/python to the end of sys.path. (I just don't know enough of Python to prepend the directory to sys.path.) Note: sys.path seems to be global to the Python interpreter. Therefore the current solution (to append to sys.path in each script) increases the path list by and by. Can you check the patch and tell me possible problems? (Or just commit it if it seems good.) -------------- next part -------------- Index: plugin/plugin_python.c =================================================================== RCS file: /cvsroot/crossfire/crossfire/plugin/plugin_python.c,v retrieving revision 1.34 diff -w -c -5 -r1.34 plugin_python.c *** plugin/plugin_python.c 18 Oct 2004 06:35:38 -0000 1.34 --- plugin/plugin_python.c 18 Oct 2004 16:46:50 -0000 *************** *** 7198,7207 **** --- 7198,7209 ---- static PyObject* CFPythonError; MODULEAPI void initCFPython() { PyObject *m, *d; int i; + FILE *scriptfile; + const char *scriptname; printf( "PYTHON - Start initCFPython.\n"); m = Py_InitModule("CFPython", CFPythonMethods); d = PyModule_GetDict(m); *************** *** 7211,7216 **** --- 7213,7228 ---- { CustomCommand[i].name = NULL; CustomCommand[i].script = NULL; CustomCommand[i].speed = 0.0; }; + + StackPosition++; + scriptname = create_pathname("python/events/python_init.py"); + scriptfile = fopen(scriptname, "r"); + if (scriptfile != NULL) + { + PyRun_SimpleFile(scriptfile, scriptname); + fclose(scriptfile); + } + StackPosition--; }; -------------- next part -------------- A non-text attachment was scrubbed... Name: python_init.py Type: text/x-python Size: 141 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20041018/4b10e168/python_init.py -------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 12:26:36 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:14 2005 Subject: [CF-Devel] Possible incorrect definition in artifacts file Message-ID: <20041018172636.GA30534@idefix2.dvlp.in-medias-res.com> Can someone check if the definitions for "lockpicks of quality" and "lockpicks of high quality" in the artifacts file are correct? While testing my python fixes, I discovered that I could not create "lockpicks of quality". This artifact has the type 43 (SKILL) in the artifacts file. After changing the type to 74 (SKILL_TOOL) I could create the item with CFPython.CreateObject(). _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 12:51:05 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:14 2005 Subject: [CF-Devel] Missing archetypes used by python plugin Message-ID: <20041018175104.GA30872@idefix2.dvlp.in-medias-res.com> The python plugin code uses the non-existent archetypes "player_info" and "player_force". Can someone add them (or give me a hint how to define them)? My own attempts to create them were not successful: the objects did vanish from the player's inventory a few seconds after they were created. For testing, I used the attached script as an event_say. -------------- next part -------------- A non-text attachment was scrubbed... Name: player-info.py Type: text/x-python Size: 1096 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20041018/fd5bb397/player-info.py -------------- next part -------------- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 13:04:24 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:14 2005 Subject: [CF-Devel] Missing archetypes used by python plugin In-Reply-To: <20041018175104.GA30872@idefix2.dvlp.in-medias-res.com> References: <20041018175104.GA30872@idefix2.dvlp.in-medias-res.com> Message-ID: <20041018180424.GB25816@laranja.org> On Mon, Oct 18, 2004 at 07:51:05PM +0200, Andreas Kirschbaum wrote: > The python plugin code uses the non-existent archetypes "player_info" > and "player_force". Can someone add them (or give me a hint how to > define them)? You don want to create those; you want to fix the plugin. They are legacy code. []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 16:19:11 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:14 2005 Subject: [CF-Devel] Party spells (continued) Message-ID: <4174334F.3060804@laposte.net> (cross-posted to cf-devel & cf-general to have more ideas) Looked around in the code on how to make party spells (for instance 'party heal' to heal everyone in party ;p), it shouldn't be too hard to make it work. Now there are a few things to consider: * will the 'no_magic' / 'no_cleric' flags apply to all affected players, or only the caster? * how many party players to affect? fixed number, based on skill level? * spell cost: fixed? something like (affected players * spell base) + fixed cost? * what spells to include? obviously protections / healing, word of recall probably. Do we also want to have fun with stuff like 'party burning hands', or why not 'party sanctuary'? :) Now implementation-wise. I see 2 ways to do that: * create new spell subtypes, for each party spell, duplicating existing spells * create a new archetype with one spell subtype, and use the 'other_arch' field (or inventory?) to specifiy which spell to actually use First solution is sure to not break anything (ie no issue with 'other_arch' not initialized, and such), but requires a few spell subtypes. Second gives more latitude on what spells to be able to cast, but will require some tweaking around (check_spell_known for one, and other places certainly). Ideas, opinions, suggestions? :) Ryo _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 16:50:50 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:14 2005 Subject: [CF-Devel] Re: [CF List] Party spells (continued) In-Reply-To: <4174334F.3060804@laposte.net> References: <4174334F.3060804@laposte.net> Message-ID: On Mon, 18 Oct 2004, Nicolas Weeger wrote: > (cross-posted to cf-devel & cf-general to have more ideas) Posting to both lists as well. > > Now there are a few things to consider: > I thought of a few more. What about spell range? Ex: Should one party member in Scorn cast "party heal" and it work on another party member in Navar? Where should the spell range "limit" be determined, if at all? Map name? Map directory? Parent map directory? Will different party spells have different ranges? Ex: Party Heal won't work for palyers all around the world, but a Party Word of Recall does _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 17:27:19 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:14 2005 Subject: [CF-Devel] Re: [CF List] Party spells (continued) In-Reply-To: References: <4174334F.3060804@laposte.net> Message-ID: > What about spell range? > > Ex: Should one party member in Scorn cast "party heal" and it work on > another party member in Navar? IIR, you can only be a member of one party at a time in the code (joining one party disconnects you from another). So: what about whatever party you're currently in with the effects mitigated by avaiable mana/grace (say effect / number of members needing healing). > Where should the spell range "limit" be determined, if at all? > > Map name? Map directory? Parent map directory? > Will different party spells have different ranges? > > Ex: Party Heal won't work for palyers all around the world, but a Party > Word of Recall does What about limiting it by available power/level of the caster: you try to pull 10 players you're going to get 10 (or more) x drain. -- Steven Lembark 85-09 90th Street Workhorse Computing Woodhaven, NY 11421 lembark@wrkhors.com 1 888 359 3508 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 19:43:42 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:14 2005 Subject: [CF-Devel] Re: [CF List] Party spells (continued) In-Reply-To: References: <4174334F.3060804@laposte.net> Message-ID: <20041019004342.GA9005@laranja.org> One I have long imagined is "teleporting" a party buddy to your side. Obviously, very high level (Summoning 90?) and immoral ammounts of SP... []s, |alo +---- -- Those who trade freedom for security lose both and deserve neither. -- http://www.laranja.org/ mailto:lalo@laranja.org pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 20:07:11 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:14 2005 Subject: [CF-Devel] Questions about plugin code In-Reply-To: <20041018171554.GA30335@idefix2.dvlp.in-medias-res.com> References: <20041013191013.GA26668@idefix2.dvlp.in-medias-res.com> <416D9850.2080901@sympatico.ca> <20041014181025.GA17936@idefix2.dvlp.in-medias-res.com> <1098070794.6658.8.camel@oberon.kameria> <20041018171554.GA30335@idefix2.dvlp.in-medias-res.com> Message-ID: <1098148031.3389.3.camel@oberon.kameria> This looks like a good way to do it, thanks. sys.path is a list so you can just use insert to place your path anywhere in the list- I would insert it in the second position (path 0 is " ") so you can use: sys.path.insert(1,os.path.join(CFPython.GetDataDirectory(), CFPython.GetMapDirectory(), 'python')) _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Mon Oct 18 20:10:31 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:14 2005 Subject: [CF-Devel] Re: [CF List] Party spells (continued) In-Reply-To: <20041019004342.GA9005@laranja.org> References: <4174334F.3060804@laposte.net> <20041019004342.GA9005@laranja.org> Message-ID: <1098148231.3389.8.camel@oberon.kameria> Personally I don't see a real issue with giving players the ability to teleport to or/and summon *party members* somewhat like the DM powers if the spell is considerably expensive and high level. On Mon, 2004-10-18 at 20:43, Lalo Martins wrote: > One I have long imagined is "teleporting" a party buddy to your > side. Obviously, very high level (Summoning 90?) and immoral > ammounts of SP... > > > []s, > |alo > +---- > -- > Those who trade freedom for security > lose both and deserve neither. > -- > http://www.laranja.org/ mailto:lalo@laranja.org > pgp key: http://garfield.laranja.org/~lalo/gpgkey-signed.asc > > GNU: never give up freedom http://www.gnu.org/ > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Oct 19 01:22:50 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:15 2005 Subject: [CF-Devel] Re: [CF List] Party spells (continued) In-Reply-To: References: <4174334F.3060804@laposte.net> Message-ID: <4174B2BA.7030901@sonic.net> Various thoughts: You probably want the spellpoint cost not to vary based on party members - otherwise, as a player it could be very confusing or perhaps make the spells meaningless (oh no, the party is now two big to cast this spell as I don't have enough mana). so it should either cover the entire party, with perhaps less effect the more party members (for something like heal, this works, for something like word of recall, can't really do that, as the spell either works or it doesn't). That said, it can certainly be like the current system will cost does increase as level of caster, and thus, effects increase - higher level may mean it effects more players. It certainly isn't hard to check distance between the players - requiring all the players to be on the same map (and within some distance) for some spells make sense, eg, healing, etc. One possibility is to not cover the entire party - eg, the spell covers 5 people, and if there are 6 in the party, someone is out of luck. Checks for no magic/unholy ground should be done on both the caster and recipient - otherwise, I'm sure it'll end up that even semi intelligent players will find ways to abuse the system - a lot of no magic is there for a reason. It strikes me party burning hands, while cool sounding, is probably a bad idea - if the party members are anywhere near to each other, they may kill each other. In terms of implementation, I'd suggest new archetypes, with probably new subtypes, or perhaps a flag to denote a group spell. I'd certainly rather not have a spell that points to another spell, as I think that will just cause headaches. Note that mass spells might have interesting issues also - where should group word of recall return players? Each to their own individual location? Back to the casters home location (could cause a problem if that is an apartment)? there may be others which have similar considerations that need to be examined. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Oct 19 09:56:28 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:15 2005 Subject: [CF-Devel] Re: [CF List] Party spells (continued) In-Reply-To: <4174B2BA.7030901@sonic.net> References: <4174334F.3060804@laposte.net> <4174B2BA.7030901@sonic.net> Message-ID: <55BA8931D6CF815DEE034645@duke.wrkhors.com> > so it should either cover the entire party, with perhaps less effect > the more party members (for something like heal, this works, for > something like word of recall, can't really do that, as the spell either > works or it doesn't). Likelyhood of failure increases with party size (doesn't mean you can't cast it, just more likely to fail with 99 people in the party than two). Basically [some function of] the party size acts as encumberance. > That said, it can certainly be like the current system will cost does > increase as level of caster, and thus, effects increase - higher level > may mean it effects more players. > > It certainly isn't hard to check distance between the players - > requiring all the players to be on the same map (and within some > distance) for some spells make sense, eg, healing, etc. Apply the spell w/ encumberance proportional to the squared distance? -- Steven Lembark 85-09 90th Street Workhorse Computing Woodhaven, NY 11421 lembark@wrkhors.com 1 888 359 3508 _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Oct 19 15:24:43 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:15 2005 Subject: [CF-Devel] Re: [CF List] Party spells (continued) In-Reply-To: <4174B2BA.7030901@sonic.net> References: <4174334F.3060804@laposte.net> <4174B2BA.7030901@sonic.net> Message-ID: <4175780B.5080002@sympatico.ca> Here's a couple of my thoughts (hehe): -Heal could do a certain amount of points split between the party members. The bigger the party the less each would get. You would naturally have a couple levels of heal spell, each doing more healing - including a group heal which healed up everyone full (really expensive). Another thing to consider is that a group heal is probably not as useful as you may think as it is not usual for people in the party to be all down in HP at the same time. - need to have some things like party bless and various protection spells - these would be pretty useful IMHO. -Instead of 'word of recall' you could have a summon which would take everyone back to the caster's location. The caster would want to have word of recall however. The only problem I see with this is unique maps, but this could be checked for and an appropriate message spit out saying 'you can't cast that here'. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Oct 19 15:39:27 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:15 2005 Subject: [CF-Devel] client split information window Message-ID: <41757B7F.8050805@sympatico.ca> When I was playing with the WHO command output I really wanted to add colour to make it really readable but any colourized lines got sent to the second information window when I was using split info windows in the GTK client. SO - how does this work in the client? Does it just look for any colorized text or is it smarter than that and I am not using the right setting? It would be nice to be able to use colour in the main info window too to improve readability, not just for WHO either. Of course for now I could just add some colour to all the who output and then it would all display in the second info window when it is in use and normally when it isn't. Wouldn't it be better to use listen level or something for splitting up the messages to the proper info window however? _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Wed Oct 20 01:41:50 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:15 2005 Subject: [CF-Devel] client split information window In-Reply-To: <41757B7F.8050805@sympatico.ca> References: <41757B7F.8050805@sympatico.ca> Message-ID: <417608AE.9040801@sonic.net> Todd Mitchell wrote: > When I was playing with the WHO command output I really wanted to add > colour to make it really readable but any colourized lines got sent to > the second information window when I was using split info windows in the > GTK client. SO - how does this work in the client? Does it just look > for any colorized text or is it smarter than that and I am not using the > right setting? It would be nice to be able to use colour in the main > info window too to improve readability, not just for WHO either. > Of course for now I could just add some colour to all the who output and > then it would all display in the second info window when it is in use > and normally when it isn't. Wouldn't it be better to use listen level > or something for splitting up the messages to the proper info window > however? You're guess is correct - color text goes to the second window. note that the client gets nothing other than the desired color the text should e in, and the text itself. It doesn't get any other content - listen listen is a filter that is handled on the server side of things. It's been on the TODO list for a long time to have content tags instead of color information sent to the client. Examples of some of the content type tags could be things like attack message, level gain, level loss, shout, say, shop listing, etc. The client could then figure out what to do based on the content tag, including changing font as well as color (things like shop and some other listings work best with fixed width fonts for example). It's not a particularly hard thing to do. The server could even have a mapping of the new content types back to the current color scheme to support old clients (eg, convert NDI_LEVEL_GAIN to NDI_RED for example). The real issue is that there are 1000+ calls to the various draw_info functions wihtin the server. A lot of them default to black right now, but realistically, everything should be given some content type (the client could presumably treat any it doesn't undertand by using default value, so new ones can get added in as needed without causing any real issues) Probably still want to keep it somewhat limited - one idea about having it on the client is that you could let the player customize the various aspects, eg, font, color, and what window(s) it goes to. _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Oct 21 15:23:04 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:15 2005 Subject: [CF-Devel] Re: [Crossfire-cvs] CVS commit: maps-bigworld/python/events In-Reply-To: References: Message-ID: <41781AA8.7040002@sympatico.ca> I think that you want to insert the python map path into second place in the sys.path list - the first(zeroth) place is '' and if this is not the first item in the list I think python won't look in the local directory for modules first. I think we want to have default behaviour where it looks in the current dir for modules first and only insert our path before the installed python lib paths so we should change the script to read: sys.path.insert(1, os.path.join(CFPython.GetDataDirectory(), CFPython.GetMapDirectory(), 'python')) >Module Name: maps-bigworld >Committed By: akirschbaum >Date: Thu Oct 21 18:57:43 UTC 2004 > >Added Files: > maps-bigworld/python/events: python_init.py > >Log Message: >Add script for bootstrapping code. The script runs right after the python plugin is loaded. > > > >Start of context diffs > > >Index: maps-bigworld/python/events/python_init.py >diff -c /dev/null maps-bigworld/python/events/python_init.py:1.1 >*** /dev/null Thu Oct 21 11:57:43 2004 >--- maps-bigworld/python/events/python_init.py Thu Oct 21 11:57:42 2004 >*************** >*** 0 **** >--- 1,5 ---- >+ import CFPython; >+ import os.path >+ import sys >+ >+ sys.path.insert(0, os.path.join(CFPython.GetDataDirectory(), CFPython.GetMapDirectory(), 'python')) > > > > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Oct 21 14:12:30 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:15 2005 Subject: [CF-Devel] Questions about plugin code In-Reply-To: <1098148031.3389.3.camel@oberon.kameria> References: <20041013191013.GA26668@idefix2.dvlp.in-medias-res.com> <416D9850.2080901@sympatico.ca> <20041014181025.GA17936@idefix2.dvlp.in-medias-res.com> <1098070794.6658.8.camel@oberon.kameria> <20041018171554.GA30335@idefix2.dvlp.in-medias-res.com> <1098148031.3389.3.camel@oberon.kameria> Message-ID: <20041021191230.GA14113@idefix2.dvlp.in-medias-res.com> Todd Mitchell wrote: > This looks like a good way to do it, thanks. Committed to CVS. > sys.path is a list so you can just use insert to place your path > anywhere in the list- I would insert it in the second position (path 0 > is " ") > so you can use: > sys.path.insert(1,os.path.join(CFPython.GetDataDirectory(), > CFPython.GetMapDirectory(), 'python')) My path has "/usr/lib/python23.zip" as sys.path[0]. Therefore I added the directory to the first position of path. I'd also like to remove the bootstrapping code from the individual scripts. How long should I wait to not break not yet updated servers? _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Thu Oct 21 16:45:12 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:15 2005 Subject: [CF-Devel] Questions about plugin code In-Reply-To: <20041021191230.GA14113@idefix2.dvlp.in-medias-res.com> References: <20041013191013.GA26668@idefix2.dvlp.in-medias-res.com> <416D9850.2080901@sympatico.ca> <20041014181025.GA17936@idefix2.dvlp.in-medias-res.com> <1098070794.6658.8.camel@oberon.kameria> <20041018171554.GA30335@idefix2.dvlp.in-medias-res.com> <1098148031.3389.3.camel@oberon.kameria> <20041021191230.GA14113@idefix2.dvlp.in-medias-res.com> Message-ID: <41782DE8.2000405@sympatico.ca> Hmm, I was basing this on output in the python interpreter but maybe the path is different when python is invoked from the CF server. I should try and add a print statement to the init script to see I guess. If you want to remove it ok, I can do this as well if you want. I dont' know how long to wait - I have left the occidental scripts in two places for a while now but am going to delete the old ones soon- I would say a week or so should be good? I would also look to see if the smallworld map scripts need updating as well. This is a relief for writing scripts BTW, thanks. Now there is this problem with dropping applied items... :) >My path has "/usr/lib/python23.zip" as sys.path[0]. Therefore I added >the directory to the first position of path. > >I'd also like to remove the bootstrapping code from the individual >scripts. How long should I wait to not break not yet updated servers? > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 23 08:58:35 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:15 2005 Subject: [CF-Devel] New maps needed In-Reply-To: <20041015214452.34198.qmail@web61007.mail.yahoo.com> References: <20041015214452.34198.qmail@web61007.mail.yahoo.com> Message-ID: <20041023235835.02eea54e@cluster.meeting.humbug.org.au> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Fri, 15 Oct 2004 14:44:52 -0700 (PDT) Mitch Obrian wrote: > the middle of the continent has few attractions. I think I have mentioned this before, after I have finished the next release of matrix-RAD, I will finish the Ice Castle maps, probably by early next year. What I have not mentioned before is that I may drop Crossfire development in favour of some (as yet unknown) 3D RPG game. If I do so, I will write some notes and donate the Ice Castle maps as is. -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.2 (GNU/Linux) iD8DBQFBemOLM4aCtK1wD2IRAgHrAKCyfa1k7cyFT5WzSVfBTI+guLkpjACglamy 5Z/gVQlWDNjYaLDtAclwYE8= =TIIE -----END PGP SIGNATURE----- _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 23 10:32:56 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:15 2005 Subject: [CF-Devel] Questions about plugin code In-Reply-To: <41782DE8.2000405@sympatico.ca> References: <20041013191013.GA26668@idefix2.dvlp.in-medias-res.com> <416D9850.2080901@sympatico.ca> <20041014181025.GA17936@idefix2.dvlp.in-medias-res.com> <1098070794.6658.8.camel@oberon.kameria> <20041018171554.GA30335@idefix2.dvlp.in-medias-res.com> <1098148031.3389.3.camel@oberon.kameria> <20041021191230.GA14113@idefix2.dvlp.in-medias-res.com> <41782DE8.2000405@sympatico.ca> Message-ID: <1098545576.3011.2.camel@oberon.kameria> I have removed the bootstrapping code from my copy of the python scripts and all is good. So if you haven't done this yet then don't bother, I can submit the updated scripts in a bit with a warning about updating the python folder without updating the server. This makes things much more simple now. :) _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Tue Oct 26 10:08:26 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:15 2005 Subject: [CF-Devel] Re: [Crossfire-cvs] CVS commit: arch/skills/Skill_Tools In-Reply-To: References: Message-ID: <417E686A.2090406@sympatico.ca> Oops, I didn't think of that happening. Actually I should change this to a different object type instead- the value is too low for an actual skill giving item and it was really added for use as a alchemy component instead of a talisman in its own right. crossfire-cvs-admin@lists.sourceforge.net wrote: >Module Name: arch >Committed By: mwedel >Date: Tue Oct 26 05:11:29 UTC 2004 > >Modified Files: > arch/skills/Skill_Tools: talisman.arc > >Log Message: >set a skill for the generic talisman - otherwise, it can result in >server crashes. >MSW 2004-10-25 > > > _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sat Oct 30 11:28:26 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:15 2005 Subject: [CF-Devel] New weapons from MikeeUSA Message-ID: <20041030162826.82390.qmail@web61004.mail.yahoo.com> 4 New weapons Name........:Arc File.....Image File War Axe.....: dhaxe1.arc dhaxe_1.base.111.png Spiked Flail: sflail1.arc sflail_1.base.111.png Scythe......: scythe1.arc scythe_1.base.111.png Sickle......: sickle1.arc sickle_1.base.111.png New Treasure Lists With Appropriate Additions to Mele: treasures All available at https://cat2.ath.cx/crossfirearch/ Also please upload the new broze armor to CVS aswell as the new black and white boots and gloves. If some need a tar of this just ask. (Please credit MikeeUSA in cvs if you add them) You can test these out on the cat2.ath.cx server. Note: these weapons have a 1% chance of appearing. __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel From crossfire-devel at archives.real-time.com Sun Oct 31 22:55:31 2004 From: crossfire-devel at archives.real-time.com (crossfire-devel@archives.real-time.com) Date: Thu Jan 13 17:57:15 2005 Subject: [CF-Devel] New weapons from MikeeUSA (more_ In-Reply-To: <20041030162826.82390.qmail@web61004.mail.yahoo.com> Message-ID: <20041101045531.10746.qmail@web61010.mail.yahoo.com> t_star1 kama1 sai1 brdaxe1 also snowstorm_x.arc was updated so now it works correctly. --- Mitch Obrian wrote: > 4 New weapons > Name........:Arc File.....Image File > War Axe.....: dhaxe1.arc dhaxe_1.base.111.png > Spiked Flail: sflail1.arc sflail_1.base.111.png > Scythe......: scythe1.arc scythe_1.base.111.png > Sickle......: sickle1.arc sickle_1.base.111.png > > New Treasure Lists With Appropriate Additions to > Mele: > treasures > > All available at https://cat2.ath.cx/crossfirearch/ > > Also please upload the new broze armor to CVS aswell > as the new black and white boots and gloves. > > If some need a tar of this just ask. > > (Please credit MikeeUSA in cvs if you add them) > > You can test these out on the cat2.ath.cx server. > Note: these weapons have a 1% chance of appearing. > > > > __________________________________________________ > Do You Yahoo!? > Tired of spam? Yahoo! Mail has the best spam > protection around > http://mail.yahoo.com > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel@lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > __________________________________ Do you Yahoo!? Yahoo! Mail Address AutoComplete - You start. We finish. http://promotions.yahoo.com/new_mail _______________________________________________ crossfire-devel mailing list crossfire-devel@lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel